BIGF@_Data\INI\CommandButton.ini`5Data\INI\CommandSet.iniA 5Data\INI\Object\FactionBuilding.inivl.Data\INI\Object\GLAPower.ini""]Data\Scripts\SkirmishScripts.scbL225;------------------------------------------------------------------------------ ;Command buttons are buttons that we place on the in game UI to create the ;context sensitive command sets ;------------------------------------------------------------------------------ ; Beacon placement (Multiplayer only) Command --------------------------------- CommandButton Command_PlaceBeacon Command = PLACE_BEACON Options = NEED_TARGET_POS CursorName = PlaceBeacon InvalidCursorName = GenericInvalid End ; Special Weapon Commands ----------------------------------------------------- ;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;; ;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;; ;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;; ;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;; ;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;; ;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;; CommandButton Command_DaisyCutter Command = SPECIAL_POWER SpecialPower = SuperweaponDaisyCutter Options = NEED_SPECIAL_POWER_SCIENCE NEED_TARGET_POS CONTEXTMODE_COMMAND Science = SCIENCE_DaisyCutter SCIENCE_MOAB ;These will cause the buttons to change icons, nothing more TextLabel = CONTROLBAR:DaisyCutter ButtonImage = SACDaisyCutter ButtonBorderType = ACTION DescriptLabel = CONTROLBAR:TooltipDaisyCutter RadiusCursorType = DAISYCUTTER InvalidCursorName = GenericInvalid End CommandButton Command_DaisyCutterFromShortcut Command = SPECIAL_POWER_FROM_SHORTCUT SpecialPower = SuperweaponDaisyCutter Options = NEED_SPECIAL_POWER_SCIENCE NEED_TARGET_POS CONTEXTMODE_COMMAND Science = SCIENCE_DaisyCutter SCIENCE_MOAB ;These will cause the buttons to change icons, nothing more TextLabel = OBJECT:DaisyCutterBomb ButtonImage = SACDaisyCutter ; ButtonBorderType = ACTION DescriptLabel = CONTROLBAR:TooltipDaisyCutter RadiusCursorType = DAISYCUTTER InvalidCursorName = GenericInvalid End ;Kris: ;This button exists so Command_DaisyCutter's Science = SCIENCE_MOAB can extract the new cameo. ;This science isn't purchasable.. it's a researched upgrade. CommandButton Command_FAKECOMMAND_PurchaseScienceMOAB Command = PURCHASE_SCIENCE Options = SCRIPT_ONLY ;Hide it so we can't purchase it in the interface. Science = SCIENCE_MOAB ButtonImage = SAMOAB ;Copy this image when DaisyCutter has MOAB science. TextLabel = CONTROLBAR:MOAB ;Used for controlbar button (with hotkey) ConflictingLabel = OBJECT:MOAB ;Used for shortcut button (no hotkey) DescriptLabel = CONTROLBAR:TooltipMOAB ;Copy this text when DaisyCutter has MOAB science. End CommandButton Early_Command_LeafletDrop Command = SPECIAL_POWER SpecialPower = Early_SuperweaponLeafletDrop Options = NEED_SPECIAL_POWER_SCIENCE NEED_TARGET_POS CONTEXTMODE_COMMAND TextLabel = CONTROLBAR:LeafletDrop ButtonImage = SALeaflet ButtonBorderType = ACTION DescriptLabel = CONTROLBAR:TooltipLeafletDrop RadiusCursorType = DAISYCUTTER InvalidCursorName = GenericInvalid End CommandButton Command_LeafletDrop Command = SPECIAL_POWER SpecialPower = SuperweaponLeafletDrop Options = NEED_SPECIAL_POWER_SCIENCE NEED_TARGET_POS CONTEXTMODE_COMMAND TextLabel = CONTROLBAR:LeafletDrop ButtonImage = SALeaflet ButtonBorderType = ACTION DescriptLabel = CONTROLBAR:TooltipLeafletDrop RadiusCursorType = DAISYCUTTER InvalidCursorName = GenericInvalid End CommandButton Command_LeafletDropFromShortcut Command = SPECIAL_POWER_FROM_SHORTCUT SpecialPower = SuperweaponLeafletDrop Options = NEED_SPECIAL_POWER_SCIENCE NEED_TARGET_POS CONTEXTMODE_COMMAND TextLabel = CONTROLBAR:LeafletDropShort ButtonImage = SALeaflet ; ButtonBorderType = ACTION DescriptLabel = CONTROLBAR:TooltipLeafletDrop RadiusCursorType = DAISYCUTTER InvalidCursorName = GenericInvalid End CommandButton Early_Command_LeafletDropFromShortcut Command = SPECIAL_POWER_FROM_SHORTCUT SpecialPower = Early_SuperweaponLeafletDrop Options = NEED_SPECIAL_POWER_SCIENCE NEED_TARGET_POS CONTEXTMODE_COMMAND TextLabel = CONTROLBAR:LeafletDropShort ButtonImage = SALeaflet ; ButtonBorderType = ACTION DescriptLabel = CONTROLBAR:TooltipLeafletDrop RadiusCursorType = DAISYCUTTER InvalidCursorName = GenericInvalid End CommandButton Command_FireParticleUplinkCannon Command = SPECIAL_POWER SpecialPower = SuperweaponParticleUplinkCannon Options = NEED_SPECIAL_POWER_SCIENCE NEED_TARGET_POS CONTEXTMODE_COMMAND CAN_USE_WAYPOINTS TextLabel = CONTROLBAR:FireParticleUplinkCannon ButtonImage = SSParticleFire CursorName = LaserGuidedMissiles ButtonBorderType = ACTION ; Identifier for the User as to what kind of button this is DescriptLabel = CONTROLBAR:TooltipFireParticleUplinkCannon CursorName = ParticleUplinkCannon InvalidCursorName = GenericInvalid End CommandButton Command_FireParticleUplinkCannonFromShortcut Command = SPECIAL_POWER_FROM_SHORTCUT SpecialPower = SuperweaponParticleUplinkCannon Options = NEED_SPECIAL_POWER_SCIENCE NEED_TARGET_POS CONTEXTMODE_COMMAND CAN_USE_WAYPOINTS TextLabel = CONTROLBAR:FireParticleUplinkCannonShortcut ButtonImage = SSParticleFire CursorName = LaserGuidedMissiles ButtonBorderType = ACTION ; Identifier for the User as to what kind of button this is DescriptLabel = CONTROLBAR:TooltipFireParticleUplinkCannon CursorName = ParticleUplinkCannon InvalidCursorName = GenericInvalid End ;Cinematic only -- used to launch the baikonur rocket. CommandButton Command_LaunchBaikonurRocket Command = SPECIAL_POWER SpecialPower = SuperweaponLaunchBaikonurRocket Options = NEED_SPECIAL_POWER_SCIENCE SCRIPT_ONLY ButtonImage = SSScudStorm ButtonBorderType = ACTION ; Identifier for the User as to what kind of button this is End ;Cinematic only -- used to detonate the baikonur rocket at any location instantly CommandButton Command_DetonateBaikonurRocketAtLocation Command = SPECIAL_POWER SpecialPower = SuperweaponLaunchBaikonurRocket Options = NEED_SPECIAL_POWER_SCIENCE NEED_TARGET_POS CONTEXTMODE_COMMAND SCRIPT_ONLY ButtonImage = SNNukeLaunch ButtonBorderType = ACTION ; Identifier for the User as to what kind of button this is InvalidCursorName = GenericInvalid End ;Not actually used in-game, left in to allow for use in solo missions. - DB 9/02 CommandButton Command_NapalmStrike Command = SPECIAL_POWER SpecialPower = SuperweaponNapalmStrike Options = NEED_SPECIAL_POWER_SCIENCE NEED_TARGET_POS CONTEXTMODE_COMMAND TextLabel = CONTROLBAR:NapalmStrike ButtonImage = SNFirestorm ButtonBorderType = ACTION ; Identifier for the User as to what kind of button this is DescriptLabel = CONTROLBAR:TempDescription RadiusCursorType = NAPALMSTRIKE InvalidCursorName = GenericInvalid End ;Not actually used in-game, left in to allow for use in solo missions. - DB 9/02 CommandButton Command_NapalmStrikeFromShortcut Command = SPECIAL_POWER_FROM_SHORTCUT SpecialPower = SuperweaponNapalmStrike Options = NEED_SPECIAL_POWER_SCIENCE NEED_TARGET_POS CONTEXTMODE_COMMAND TextLabel = GUI:SuperweaponNapalmStrike ButtonImage = SNFirestorm ; ButtonBorderType = ACTION ; Identifier for the User as to what kind of button this is DescriptLabel = CONTROLBAR:TempDescription RadiusCursorType = NAPALMSTRIKE InvalidCursorName = GenericInvalid End CommandButton Command_Paradrop Command = SPECIAL_POWER SpecialPower = SuperweaponParadropAmerica Options = NEED_SPECIAL_POWER_SCIENCE NEED_TARGET_POS CONTEXTMODE_COMMAND Science = SCIENCE_Paradrop1 SCIENCE_Paradrop2 SCIENCE_Paradrop3 ;These will cause the buttons to change icons, nothing more TextLabel = CONTROLBAR:Paradrop ButtonImage = SACParatroopers ButtonBorderType = ACTION ; Identifier for the User as to what kind of button this is DescriptLabel = CONTROLBAR:TooltipParaDrop RadiusCursorType = PARADROP InvalidCursorName = GenericInvalid End CommandButton Command_ParadropFromShortcut Command = SPECIAL_POWER_FROM_SHORTCUT SpecialPower = SuperweaponParadropAmerica Options = NEED_SPECIAL_POWER_SCIENCE NEED_TARGET_POS CONTEXTMODE_COMMAND Science = SCIENCE_Paradrop1 SCIENCE_Paradrop2 SCIENCE_Paradrop3 ;These will cause the buttons to change icons, nothing more TextLabel = GUI:SuperweaponParadropAmerica ButtonImage = SACParatroopers ;ButtonBorderType = ACTION ; Identifier for the User as to what kind of button this is DescriptLabel = CONTROLBAR:TooltipParaDrop RadiusCursorType = PARADROP InvalidCursorName = GenericInvalid End CommandButton Command_ClusterMines Command = SPECIAL_POWER SpecialPower = SuperweaponClusterMines Options = NEED_SPECIAL_POWER_SCIENCE NEED_TARGET_POS CONTEXTMODE_COMMAND TextLabel = CONTROLBAR:ClusterMines ButtonImage = SSClusterMines ButtonBorderType = ACTION ; Identifier for the User as to what kind of button this is DescriptLabel = CONTROLBAR:TooltipClusterMines RadiusCursorType = CLUSTERMINES InvalidCursorName = GenericInvalid End CommandButton Command_ClusterMinesFromShortcut Command = SPECIAL_POWER_FROM_SHORTCUT SpecialPower = SuperweaponClusterMines Options = NEED_SPECIAL_POWER_SCIENCE NEED_TARGET_POS CONTEXTMODE_COMMAND TextLabel = OBJECT:ClusterMinesBomb ButtonImage = SSClusterMines ;ButtonBorderType = ACTION ; Identifier for the User as to what kind of button this is DescriptLabel = CONTROLBAR:TooltipClusterMines RadiusCursorType = CLUSTERMINES InvalidCursorName = GenericInvalid End CommandButton Command_EMPPulse Command = SPECIAL_POWER SpecialPower = SuperweaponEMPPulse Options = NEED_SPECIAL_POWER_SCIENCE NEED_TARGET_POS CONTEXTMODE_COMMAND TextLabel = CONTROLBAR:EMPPulse ButtonImage = SSEMP ButtonBorderType = ACTION ; Identifier for the User as to what kind of button this is DescriptLabel = CONTROLBAR:TooltipEMPPulse RadiusCursorType = EMPPULSE InvalidCursorName = GenericInvalid End CommandButton Command_EMPPulseFromShortcut Command = SPECIAL_POWER_FROM_SHORTCUT SpecialPower = SuperweaponEMPPulse Options = NEED_SPECIAL_POWER_SCIENCE NEED_TARGET_POS CONTEXTMODE_COMMAND TextLabel = OBJECT:EMPPulseBomb ButtonImage = SSEMP ;ButtonBorderType = ACTION ; Identifier for the User as to what kind of button this is DescriptLabel = CONTROLBAR:TooltipEMPPulse RadiusCursorType = EMPPULSE InvalidCursorName = GenericInvalid End CommandButton Command_A10ThunderboltMissileStrike Command = SPECIAL_POWER SpecialPower = SuperweaponA10ThunderboltMissileStrike Options = NEED_SPECIAL_POWER_SCIENCE NEED_TARGET_POS CONTEXTMODE_COMMAND Science = SCIENCE_A10ThunderboltMissileStrike1 SCIENCE_A10ThunderboltMissileStrike2 SCIENCE_A10ThunderboltMissileStrike3 ;These will cause the buttons to change icons, nothing more TextLabel = CONTROLBAR:A10ThunderboltMissileStrike ButtonImage = SSA10Attack ButtonBorderType = ACTION ; Identifier for the User as to what kind of button this is DescriptLabel = CONTROLBAR:TooltipA10Strike RadiusCursorType = A10STRIKE InvalidCursorName = GenericInvalid End CommandButton Command_A10ThunderboltMissileStrikeFromShortcut Command = SPECIAL_POWER_FROM_SHORTCUT SpecialPower = SuperweaponA10ThunderboltMissileStrike Options = NEED_SPECIAL_POWER_SCIENCE NEED_TARGET_POS CONTEXTMODE_COMMAND Science = SCIENCE_A10ThunderboltMissileStrike1 SCIENCE_A10ThunderboltMissileStrike2 SCIENCE_A10ThunderboltMissileStrike3 ;These will cause the buttons to change icons, nothing more TextLabel = GUI:SuperweaponA10ThunderboltMissileStrike ButtonImage = SSA10Attack ;ButtonBorderType = ACTION ; Identifier for the User as to what kind of button this is DescriptLabel = CONTROLBAR:TooltipA10Strike RadiusCursorType = A10STRIKE InvalidCursorName = GenericInvalid End CommandButton Command_SpectreGunship Command = SPECIAL_POWER SpecialPower = SuperweaponSpectreGunship Options = NEED_SPECIAL_POWER_SCIENCE NEED_TARGET_POS CONTEXTMODE_COMMAND Science = SCIENCE_SpectreGunshipSolo ;These will cause the buttons to change icons, nothing more TextLabel = CONTROLBAR:SpectreGunship ButtonImage = SASpGunship; until Samm makes a new cameo for this... ButtonBorderType = ACTION ; Identifier for the User as to what kind of button this is DescriptLabel = CONTROLBAR:TooltipSpectreGunship RadiusCursorType = SPECTREGUNSHIP InvalidCursorName = GenericInvalid End CommandButton Command_SpectreGunshipFromShortcut Command = SPECIAL_POWER_FROM_SHORTCUT SpecialPower = SuperweaponSpectreGunship Options = NEED_SPECIAL_POWER_SCIENCE NEED_TARGET_POS CONTEXTMODE_COMMAND Science = SCIENCE_SpectreGunshipSolo ;These will cause the buttons to change icons, nothing more TextLabel = CONTROLBAR:SpectreGunshipFromShortcut ButtonImage = SASpGunship; until Samm makes a new cameo for this... ButtonBorderType = ACTION ; Identifier for the User as to what kind of button this is DescriptLabel = CONTROLBAR:TooltipSpectreGunship RadiusCursorType = SPECTREGUNSHIP InvalidCursorName = GenericInvalid End ;Not actually used in-game, left in to allow for use in solo missions. - DB 9/02 CommandButton Command_CrateDrop Command = SPECIAL_POWER SpecialPower = SuperweaponCrateDrop Options = NEED_SPECIAL_POWER_SCIENCE NEED_TARGET_POS CONTEXTMODE_COMMAND TextLabel = CONTROLBAR:CrateDrop ;TextLabel = GUI:Blank ButtonImage = SCTempDefaultCommand CursorName = DaisyCutter InvalidCursorName = GenericInvalid ButtonBorderType = ACTION ; Identifier for the User as to what kind of button this is DescriptLabel = CONTROLBAR:TooltipCrateDrop End ;Not actually used in-game, left in to allow for use in solo missions. - DB 9/02 CommandButton Command_CrateDropFromShortcut Command = SPECIAL_POWER_FROM_SHORTCUT SpecialPower = SuperweaponCrateDrop Options = NEED_SPECIAL_POWER_SCIENCE NEED_TARGET_POS CONTEXTMODE_COMMAND TextLabel = GUI:SuperweaponCrateDrop ;TextLabel = GUI:Blank ButtonImage = SCTempDefaultCommand CursorName = DaisyCutter InvalidCursorName = GenericInvalid ;ButtonBorderType = ACTION ; Identifier for the User as to what kind of button this is DescriptLabel = CONTROLBAR:TooltipCrateDrop End ;Not actually used in-game, left in to allow for use in solo missions. - DB 9/02 CommandButton Command_CarpetBomb Command = SPECIAL_POWER SpecialPower = SuperweaponCarpetBomb Options = NEED_SPECIAL_POWER_SCIENCE NEED_TARGET_POS CONTEXTMODE_COMMAND TextLabel = CONTROLBAR:CarpetBomb ButtonImage = SSCarpetBomb RadiusCursorType = CARPETBOMB InvalidCursorName = GenericInvalid ButtonBorderType = ACTION ; Identifier for the User as to what kind of button this is DescriptLabel = CONTROLBAR:TooltipCarpetBomb End ;Not actually used in-game, left in to allow for use in solo missions. - DB 9/02 CommandButton Command_CarpetBombFromShortcut Command = SPECIAL_POWER_FROM_SHORTCUT SpecialPower = SuperweaponCarpetBomb Options = NEED_SPECIAL_POWER_SCIENCE NEED_TARGET_POS CONTEXTMODE_COMMAND TextLabel = OBJECT:CarpetBomb ButtonImage = SSCarpetBomb RadiusCursorType = CARPETBOMB InvalidCursorName = GenericInvalid ;ButtonBorderType = ACTION ; Identifier for the User as to what kind of button this is DescriptLabel = CONTROLBAR:TooltipCarpetBomb End CommandButton Command_ChinaCarpetBomb Command = SPECIAL_POWER SpecialPower = SuperweaponChinaCarpetBomb Options = NEED_SPECIAL_POWER_SCIENCE NEED_TARGET_POS CONTEXTMODE_COMMAND TextLabel = CONTROLBAR:CarpetBomb ButtonImage = SNCBomber RadiusCursorType = CARPETBOMB InvalidCursorName = GenericInvalid ButtonBorderType = ACTION ; Identifier for the User as to what kind of button this is DescriptLabel = CONTROLBAR:TooltipCarpetBomb End CommandButton Early_Command_ChinaCarpetBomb Command = SPECIAL_POWER SpecialPower = Early_SuperweaponChinaCarpetBomb Options = NEED_SPECIAL_POWER_SCIENCE NEED_TARGET_POS CONTEXTMODE_COMMAND TextLabel = CONTROLBAR:CarpetBomb ButtonImage = SNCBomber RadiusCursorType = CARPETBOMB InvalidCursorName = GenericInvalid ButtonBorderType = ACTION ; Identifier for the User as to what kind of button this is DescriptLabel = CONTROLBAR:TooltipCarpetBomb End CommandButton Command_ChinaCarpetBombFromShortcut Command = SPECIAL_POWER_FROM_SHORTCUT SpecialPower = SuperweaponChinaCarpetBomb Options = NEED_SPECIAL_POWER_SCIENCE NEED_TARGET_POS CONTEXTMODE_COMMAND TextLabel = OBJECT:CarpetBomb ButtonImage = SNCBomber RadiusCursorType = CARPETBOMB InvalidCursorName = GenericInvalid ;ButtonBorderType = ACTION ; Identifier for the User as to what kind of button this is DescriptLabel = CONTROLBAR:TooltipCarpetBomb End CommandButton Early_Command_ChinaCarpetBombFromShortcut Command = SPECIAL_POWER_FROM_SHORTCUT SpecialPower = Early_SuperweaponChinaCarpetBomb Options = NEED_SPECIAL_POWER_SCIENCE NEED_TARGET_POS CONTEXTMODE_COMMAND TextLabel = OBJECT:CarpetBomb ButtonImage = SNCBomber RadiusCursorType = CARPETBOMB InvalidCursorName = GenericInvalid ;ButtonBorderType = ACTION ; Identifier for the User as to what kind of button this is DescriptLabel = CONTROLBAR:TooltipCarpetBomb End CommandButton Nuke_Command_ChinaCarpetBomb Command = SPECIAL_POWER SpecialPower = Nuke_SuperweaponChinaCarpetBomb Options = NEED_SPECIAL_POWER_SCIENCE NEED_TARGET_POS CONTEXTMODE_COMMAND TextLabel = CONTROLBAR:Nuke_CarpetBomb ButtonImage = SSNkeCrptBmb RadiusCursorType = CARPETBOMB InvalidCursorName = GenericInvalid ButtonBorderType = ACTION ; Identifier for the User as to what kind of button this is DescriptLabel = CONTROLBAR:Nuke_TooltipCarpetBomb End CommandButton Nuke_Command_ChinaCarpetBombFromShortcut Command = SPECIAL_POWER_FROM_SHORTCUT SpecialPower = Nuke_SuperweaponChinaCarpetBomb Options = NEED_SPECIAL_POWER_SCIENCE NEED_TARGET_POS CONTEXTMODE_COMMAND TextLabel = OBJECT:Nuke_CarpetBomb ButtonImage = SSNkeCrptBmb RadiusCursorType = CARPETBOMB InvalidCursorName = GenericInvalid ;ButtonBorderType = ACTION ; Identifier for the User as to what kind of button this is DescriptLabel = CONTROLBAR:Nuke_TooltipCarpetBomb End ;Not actually used in-game, left in to allow for use in solo missions. - DB 9/02 CommandButton Command_DetonateConvoyTruckNuke Command = FIRE_WEAPON WeaponSlot = PRIMARY Options = OK_FOR_MULTI_SELECT TextLabel = CONTROLBAR:DetonateNuke ButtonImage = SNNukeLaunch ButtonBorderType = ACTION ; Identifier for the User as to what kind of button this is DescriptLabel = CONTROLBAR:TooltipDetonateNuke End CommandButton Command_NeutronMissile Command = SPECIAL_POWER SpecialPower = SuperweaponNeutronMissile Options = NEED_SPECIAL_POWER_SCIENCE NEED_TARGET_POS CONTEXTMODE_COMMAND TextLabel = CONTROLBAR:NeutronMissile ButtonImage = SNNukeLaunch ButtonBorderType = ACTION ; Identifier for the User as to what kind of button this is DescriptLabel = CONTROLBAR:TooltipFireNukeMissile RadiusCursorType = NUCLEARMISSILE InvalidCursorName = GenericInvalid End CommandButton Command_NeutronMissileFromShortcut Command = SPECIAL_POWER_FROM_SHORTCUT SpecialPower = SuperweaponNeutronMissile Options = NEED_SPECIAL_POWER_SCIENCE NEED_TARGET_POS CONTEXTMODE_COMMAND TextLabel = CONTROLBAR:NeutronMissileShortcut ButtonImage = SNNukeLaunch ButtonBorderType = ACTION ; Identifier for the User as to what kind of button this is DescriptLabel = CONTROLBAR:TooltipFireNukeMissile RadiusCursorType = NUCLEARMISSILE InvalidCursorName = GenericInvalid End CommandButton Command_ScudStorm Command = SPECIAL_POWER SpecialPower = SuperweaponScudStorm Options = NEED_SPECIAL_POWER_SCIENCE NEED_TARGET_POS CONTEXTMODE_COMMAND TextLabel = CONTROLBAR:ScudStorm ButtonImage = SSScudStorm ButtonBorderType = ACTION ; Identifier for the User as to what kind of button this is DescriptLabel = CONTROLBAR:TooltipFireSCUDStorm RadiusCursorType = SCUDSTORM InvalidCursorName = GenericInvalid End CommandButton Command_ScudStormFromShortcut Command = SPECIAL_POWER_FROM_SHORTCUT SpecialPower = SuperweaponScudStorm Options = NEED_SPECIAL_POWER_SCIENCE NEED_TARGET_POS CONTEXTMODE_COMMAND TextLabel = CONTROLBAR:ScudStormShortcut ButtonImage = SSScudStorm ButtonBorderType = ACTION ; Identifier for the User as to what kind of button this is DescriptLabel = CONTROLBAR:TooltipFireSCUDStorm RadiusCursorType = SCUDSTORM InvalidCursorName = GenericInvalid End CommandButton Command_ArtilleryBarrage Command = SPECIAL_POWER SpecialPower = SuperweaponArtilleryBarrage Options = NEED_SPECIAL_POWER_SCIENCE NEED_TARGET_POS CONTEXTMODE_COMMAND Science = SCIENCE_ArtilleryBarrage1 SCIENCE_ArtilleryBarrage2 SCIENCE_ArtilleryBarrage3 ;These will cause the buttons to change icons, nothing more TextLabel = CONTROLBAR:ArtilleryBarrage ButtonImage = SSBarrage ButtonBorderType = ACTION ; Identifier for the User as to what kind of button this is DescriptLabel = CONTROLBAR:TooltipFireArtilleryBarrage RadiusCursorType = ARTILLERYBARRAGE InvalidCursorName = GenericInvalid End CommandButton Command_ArtilleryBarrageFromShortcut Command = SPECIAL_POWER_FROM_SHORTCUT SpecialPower = SuperweaponArtilleryBarrage Options = NEED_SPECIAL_POWER_SCIENCE NEED_TARGET_POS CONTEXTMODE_COMMAND Science = SCIENCE_ArtilleryBarrage1 SCIENCE_ArtilleryBarrage2 SCIENCE_ArtilleryBarrage3 ;These will cause the buttons to change icons, nothing more TextLabel = CONTROLBAR:NoHotKeyArtilleryBarrage ButtonImage = SSBarrage ;ButtonBorderType = ACTION ; Identifier for the User as to what kind of button this is DescriptLabel = CONTROLBAR:TooltipFireArtilleryBarrage RadiusCursorType = ARTILLERYBARRAGE InvalidCursorName = GenericInvalid End CommandButton Command_Frenzy Command = SPECIAL_POWER SpecialPower = SuperweaponFrenzy Options = NEED_SPECIAL_POWER_SCIENCE NEED_TARGET_POS CONTEXTMODE_COMMAND Science = SCIENCE_Frenzy1 SCIENCE_Frenzy2 SCIENCE_Frenzy3 ;These will cause the buttons to change icons, nothing more TextLabel = CONTROLBAR:Frenzy ButtonImage = SNFrenzy01 ButtonBorderType = ACTION ; Identifier for the User as to what kind of button this is DescriptLabel = CONTROLBAR:TooltipFrenzy RadiusCursorType = FRENZY InvalidCursorName = GenericInvalid End CommandButton Command_FrenzyFromShortcut Command = SPECIAL_POWER_FROM_SHORTCUT SpecialPower = SuperweaponFrenzy Options = NEED_SPECIAL_POWER_SCIENCE NEED_TARGET_POS CONTEXTMODE_COMMAND Science = SCIENCE_Frenzy1 SCIENCE_Frenzy2 SCIENCE_Frenzy3 ;These will cause the buttons to change icons, nothing more TextLabel = CONTROLBAR:NoHotKeyFrenzy ButtonImage = SNFrenzy01 ;ButtonBorderType = ACTION ; Identifier for the User as to what kind of button this is DescriptLabel = CONTROLBAR:TooltipFrenzy RadiusCursorType = FRENZY InvalidCursorName = GenericInvalid End CommandButton Early_Command_Frenzy Command = SPECIAL_POWER SpecialPower = Early_SuperweaponFrenzy Options = NEED_SPECIAL_POWER_SCIENCE NEED_TARGET_POS CONTEXTMODE_COMMAND Science = Early_SCIENCE_Frenzy1 Early_SCIENCE_Frenzy2 Early_SCIENCE_Frenzy3 ;These will cause the buttons to change icons, nothing more TextLabel = CONTROLBAR:Frenzy ButtonImage = SNFrenzy01 ButtonBorderType = ACTION ; Identifier for the User as to what kind of button this is DescriptLabel = CONTROLBAR:TooltipFrenzy RadiusCursorType = FRENZY InvalidCursorName = GenericInvalid End CommandButton Early_Command_FrenzyFromShortcut Command = SPECIAL_POWER_FROM_SHORTCUT SpecialPower = Early_SuperweaponFrenzy Options = NEED_SPECIAL_POWER_SCIENCE NEED_TARGET_POS CONTEXTMODE_COMMAND Science = Early_SCIENCE_Frenzy1 Early_SCIENCE_Frenzy2 Early_SCIENCE_Frenzy3 ;These will cause the buttons to change icons, nothing more TextLabel = CONTROLBAR:NoHotKeyFrenzy ButtonImage = SNFrenzy01 ;ButtonBorderType = ACTION ; Identifier for the User as to what kind of button this is DescriptLabel = CONTROLBAR:TooltipFrenzy RadiusCursorType = FRENZY InvalidCursorName = GenericInvalid End CommandButton Command_CashHack Command = SPECIAL_POWER SpecialPower = SuperweaponCashHack Options = NEED_SPECIAL_POWER_SCIENCE NEED_TARGET_ENEMY_OBJECT NEED_TARGET_NEUTRAL_OBJECT CONTEXTMODE_COMMAND Science = SCIENCE_CashHack1 SCIENCE_CashHack2 SCIENCE_CashHack3 ;These will cause the buttons to change icons, nothing more TextLabel = CONTROLBAR:CashHack ButtonImage = SSCashHack ; TEMP CURSORS, needs real ones -- amit CursorName = Hack InvalidCursorName = GenericInvalid ButtonBorderType = ACTION ; Identifier for the User as to what kind of button this is DescriptLabel = CONTROLBAR:TooltipFireSuperWeaponCashHack End CommandButton Command_CashHackFromShortcut Command = SPECIAL_POWER_FROM_SHORTCUT SpecialPower = SuperweaponCashHack Options = NEED_SPECIAL_POWER_SCIENCE NEED_TARGET_ENEMY_OBJECT NEED_TARGET_NEUTRAL_OBJECT CONTEXTMODE_COMMAND Science = SCIENCE_CashHack1 SCIENCE_CashHack2 SCIENCE_CashHack3 ;These will cause the buttons to change icons, nothing more TextLabel = GUI:SuperweaponCashHack ButtonImage = SSCashHack ; TEMP CURSORS, needs real ones -- amit CursorName = Hack InvalidCursorName = GenericInvalid ;ButtonBorderType = ACTION ; Identifier for the User as to what kind of button this is DescriptLabel = CONTROLBAR:TooltipFireSuperWeaponCashHack End CommandButton Command_SpySatelliteScan Command = SPECIAL_POWER SpecialPower = SpecialPowerSpySatellite Options = NEED_SPECIAL_POWER_SCIENCE NEED_TARGET_POS CONTEXTMODE_COMMAND TextLabel = CONTROLBAR:SpySatellite ButtonImage = SSSpySat ButtonBorderType = ACTION ; Identifier for the User as to what kind of button this is DescriptLabel = CONTROLBAR:TooltipFireSpySatScan RadiusCursorType = SPYSATELLITE InvalidCursorName = GenericInvalid End CommandButton Command_SpySatelliteScanFromShortcut Command = SPECIAL_POWER_FROM_SHORTCUT SpecialPower = SpecialPowerSpySatellite Options = NEED_SPECIAL_POWER_SCIENCE NEED_TARGET_POS CONTEXTMODE_COMMAND TextLabel = CONTROLBAR:NoHotKeySpySatellite ButtonImage = SSSpySat ;ButtonBorderType = ACTION ; Identifier for the User as to what kind of button this is DescriptLabel = CONTROLBAR:TooltipFireSpySatScan RadiusCursorType = SPYSATELLITE InvalidCursorName = GenericInvalid End CommandButton Command_CommunicationsDownload Command = SPECIAL_POWER SpecialPower = SpecialPowerCommunicationsDownload Options = NEED_SPECIAL_POWER_SCIENCE OK_FOR_MULTI_SELECT NEED_TARGET_ENEMY_OBJECT TextLabel = CONTROLBAR:CommunicationsDownload ButtonImage = SSCIA ButtonBorderType = ACTION DescriptLabel = CONTROLBAR:TooltipCommunicationsDownload End CommandButton Command_CommunicationsDownloadFromShortcut Command = SPECIAL_POWER_FROM_SHORTCUT SpecialPower = SpecialPowerCommunicationsDownload Options = NEED_SPECIAL_POWER_SCIENCE TextLabel = CONTROLBAR:CommunicationsDownloadShortcut ButtonImage = SSCIA ButtonBorderType = ACTION DescriptLabel = CONTROLBAR:TooltipCommunicationsDownload End CommandButton Command_SpyDrone Command = SPECIAL_POWER SpecialPower = SpecialPowerSpyDrone Options = NEED_TARGET_POS CONTEXTMODE_COMMAND NEED_SPECIAL_POWER_SCIENCE OK_FOR_MULTI_SELECT TextLabel = CONTROLBAR:SpyDrone ButtonImage = SAScout ButtonBorderType = ACTION ; Identifier for the User as to what kind of button this is DescriptLabel = CONTROLBAR:TooltipFireSpyDrone RadiusCursorType = SPYDRONE InvalidCursorName = GenericInvalid End CommandButton Command_SpyDroneFromShortcut Command = SPECIAL_POWER_FROM_SHORTCUT SpecialPower = SpecialPowerSpyDrone Options = NEED_TARGET_POS CONTEXTMODE_COMMAND NEED_SPECIAL_POWER_SCIENCE OK_FOR_MULTI_SELECT TextLabel = OBJECT:SpyDrone ButtonImage = SAScout ;ButtonBorderType = ACTION ; Identifier for the User as to what kind of button this is DescriptLabel = CONTROLBAR:TooltipFireSpyDrone RadiusCursorType = SPYDRONE InvalidCursorName = GenericInvalid End CommandButton Command_RadarVanScan Command = SPECIAL_POWER SpecialPower = SpecialPowerRadarVanScan Options = NEED_SPECIAL_POWER_SCIENCE NEED_TARGET_POS CONTEXTMODE_COMMAND NEED_UPGRADE OK_FOR_MULTI_SELECT Upgrade = Upgrade_GLARadarVanScan TextLabel = CONTROLBAR:RadarVanScan ButtonImage = SSRadarVanScan ButtonBorderType = ACTION ; Identifier for the User as to what kind of button this is DescriptLabel = CONTROLBAR:TooltipFireRadarVanScan RadiusCursorType = RADAR InvalidCursorName = GenericInvalid End CommandButton Command_RadarVanScanFromShortcut Command = SPECIAL_POWER_FROM_SHORTCUT SpecialPower = SpecialPowerRadarVanScan Options = NEED_SPECIAL_POWER_SCIENCE NEED_TARGET_POS CONTEXTMODE_COMMAND NEED_UPGRADE OK_FOR_MULTI_SELECT Upgrade = Upgrade_GLARadarVanScan TextLabel = CONTROLBAR:RadarVanScanShortcut ButtonImage = SSRadarVanScan ButtonBorderType = ACTION ; Identifier for the User as to what kind of button this is DescriptLabel = CONTROLBAR:TooltipFireRadarVanScan RadiusCursorType = RADAR InvalidCursorName = GenericInvalid End CommandButton Command_DetonateFakeBuilding Command = FIRE_WEAPON WeaponSlot = PRIMARY ; Best if this matches up with an AutoChoose listing that forbids this slot normally Options = OK_FOR_MULTI_SELECT TextLabel = CONTROLBAR:DetonateFakeBuilding ButtonImage = SSTerroristCarBomb ButtonBorderType = ACTION DescriptLabel = CONTROLBAR:TooltipDetonateFakeBuilding End CommandButton Command_BecomeRealGLACommandCenter Command = OBJECT_UPGRADE Upgrade = Upgrade_BecomeRealGLACommandCenter TextLabel = CONTROLBAR:BecomeRealGLACommandCenter ButtonImage = SUFakeUpgrade ButtonBorderType = UPGRADE ; Identifier for the User as to what kind of button this is DescriptLabel = CONTROLBAR:TooltipBecomeRealBuilding End CommandButton Command_BecomeRealGLABarracks Command = OBJECT_UPGRADE Upgrade = Upgrade_BecomeRealGLABarracks TextLabel = CONTROLBAR:BecomeRealGLABarracks ButtonImage = SUFakeUpgrade ButtonBorderType = UPGRADE ; Identifier for the User as to what kind of button this is DescriptLabel = CONTROLBAR:TooltipBecomeRealBuilding End CommandButton Command_BecomeRealGLASupplyStash Command = OBJECT_UPGRADE Upgrade = Upgrade_BecomeRealGLASupplyStash TextLabel = CONTROLBAR:BecomeRealGLASupplyStash ButtonImage = SUFakeUpgrade ButtonBorderType = UPGRADE ; Identifier for the User as to what kind of button this is DescriptLabel = CONTROLBAR:TooltipBecomeRealBuilding End CommandButton Command_BecomeRealGLAArmsDealer Command = OBJECT_UPGRADE Upgrade = Upgrade_BecomeRealGLAArmsDealer TextLabel = CONTROLBAR:BecomeRealGLAArmsDealer ButtonImage = SUFakeUpgrade ButtonBorderType = UPGRADE ; Identifier for the User as to what kind of button this is DescriptLabel = CONTROLBAR:TooltipBecomeRealBuilding End CommandButton Command_BecomeRealGLABlackMarket Command = OBJECT_UPGRADE Upgrade = Upgrade_BecomeRealGLABlackMarket TextLabel = CONTROLBAR:BecomeRealGLABlackMarket ButtonImage = SUFakeUpgrade ButtonBorderType = UPGRADE ; Identifier for the User as to what kind of button this is DescriptLabel = CONTROLBAR:TooltipBecomeRealBuilding End ;Not actually used in-game, left in to allow for use in solo missions. - DB 9/02 ; The Terror Cell, Ambush, and Black Market Nuke will need to have their own targeting icons -- not yet complete CommandButton Command_TerrorCell Command = SPECIAL_POWER SpecialPower = SuperweaponTerrorCell Options = NEED_SPECIAL_POWER_SCIENCE NEED_TARGET_POS CONTEXTMODE_COMMAND TextLabel = CONTROLBAR:TerrorCell ButtonImage = SCTempDefaultCommand ButtonBorderType = ACTION ; Identifier for the User as to what kind of button this is DescriptLabel = CONTROLBAR:TempDescription RadiusCursorType = AMBUSH InvalidCursorName = GenericInvalid End CommandButton Command_EmergencyRepair Command = SPECIAL_POWER SpecialPower = SuperweaponEmergencyRepair Options = NEED_SPECIAL_POWER_SCIENCE NEED_TARGET_POS CONTEXTMODE_COMMAND Science = SCIENCE_EmergencyRepair1 SCIENCE_EmergencyRepair2 SCIENCE_EmergencyRepair3 ;These will cause the buttons to change icons, nothing more TextLabel = CONTROLBAR:EmergencyRepair ButtonImage = SSRepair ButtonBorderType = ACTION DescriptLabel = CONTROLBAR:TooltipFireEmergencyRepair RadiusCursorType = EMERGENCY_REPAIR InvalidCursorName = GenericInvalid End CommandButton Command_EmergencyRepairFromShortcut Command = SPECIAL_POWER_FROM_SHORTCUT SpecialPower = SuperweaponEmergencyRepair Options = NEED_SPECIAL_POWER_SCIENCE NEED_TARGET_POS CONTEXTMODE_COMMAND Science = SCIENCE_EmergencyRepair1 SCIENCE_EmergencyRepair2 SCIENCE_EmergencyRepair3 ;These will cause the buttons to change icons, nothing more TextLabel = GUI:SuperweaponEmergencyRepair ButtonImage = SSRepair ;ButtonBorderType = ACTION DescriptLabel = CONTROLBAR:TooltipFireEmergencyRepair RadiusCursorType = EMERGENCY_REPAIR InvalidCursorName = GenericInvalid End CommandButton Early_Command_EmergencyRepair Command = SPECIAL_POWER SpecialPower = Early_SuperweaponEmergencyRepair Options = NEED_SPECIAL_POWER_SCIENCE NEED_TARGET_POS CONTEXTMODE_COMMAND Science = Early_SCIENCE_EmergencyRepair1 Early_SCIENCE_EmergencyRepair2 Early_SCIENCE_EmergencyRepair3 ;These will cause the buttons to change icons, nothing more TextLabel = CONTROLBAR:EmergencyRepair ButtonImage = SSRepair ButtonBorderType = ACTION DescriptLabel = CONTROLBAR:TooltipFireEmergencyRepair RadiusCursorType = EMERGENCY_REPAIR InvalidCursorName = GenericInvalid End CommandButton Early_Command_EmergencyRepairFromShortcut Command = SPECIAL_POWER_FROM_SHORTCUT SpecialPower = Early_SuperweaponEmergencyRepair Options = NEED_SPECIAL_POWER_SCIENCE NEED_TARGET_POS CONTEXTMODE_COMMAND Science = Early_SCIENCE_EmergencyRepair1 Early_SCIENCE_EmergencyRepair2 Early_SCIENCE_EmergencyRepair3 ;These will cause the buttons to change icons, nothing more TextLabel = GUI:SuperweaponEmergencyRepair ButtonImage = SSRepair ButtonBorderType = ACTION DescriptLabel = CONTROLBAR:TooltipFireEmergencyRepair RadiusCursorType = EMERGENCY_REPAIR InvalidCursorName = GenericInvalid End ; you might be tempted to change this name of this button to "Command_RebelAmbush", ; but don't, since that can break existing scripts (srj) CommandButton Command_Ambush Command = SPECIAL_POWER SpecialPower = SuperweaponRebelAmbush Options = NEED_SPECIAL_POWER_SCIENCE NEED_TARGET_POS CONTEXTMODE_COMMAND Science = SCIENCE_RebelAmbush1 SCIENCE_RebelAmbush2 SCIENCE_RebelAmbush3 ;These will cause the buttons to change icons, nothing more TextLabel = CONTROLBAR:Ambush ButtonImage = SSGLAAmbush ButtonBorderType = ACTION ; Identifier for the User as to what kind of button this is DescriptLabel = CONTROLBAR:TooltipFireRebelAmbush RadiusCursorType = AMBUSH InvalidCursorName = GenericInvalid End CommandButton Command_AmbushFromShortcut Command = SPECIAL_POWER_FROM_SHORTCUT SpecialPower = SuperweaponRebelAmbush Options = NEED_SPECIAL_POWER_SCIENCE NEED_TARGET_POS CONTEXTMODE_COMMAND Science = SCIENCE_RebelAmbush1 SCIENCE_RebelAmbush2 SCIENCE_RebelAmbush3 ;These will cause the buttons to change icons, nothing more TextLabel = GUI:SuperweaponRebelAmbush ButtonImage = SSGLAAmbush ;ButtonBorderType = ACTION ; Identifier for the User as to what kind of button this is DescriptLabel = CONTROLBAR:TooltipFireRebelAmbush RadiusCursorType = AMBUSH InvalidCursorName = GenericInvalid End CommandButton Command_GPSScrambler Command = SPECIAL_POWER SpecialPower = SuperweaponGPSScrambler Options = NEED_SPECIAL_POWER_SCIENCE NEED_TARGET_POS CONTEXTMODE_COMMAND Science = SCIENCE_GPSScrambler TextLabel = CONTROLBAR:GPSScrambler ButtonImage = SUGPS01 ButtonBorderType = ACTION DescriptLabel = CONTROLBAR:TooltipFireGPSScrambler RadiusCursorType = RADAR InvalidCursorName = GenericInvalid End CommandButton Command_GPSScramblerFromShortcut Command = SPECIAL_POWER_FROM_SHORTCUT SpecialPower = SuperweaponGPSScrambler Options = NEED_SPECIAL_POWER_SCIENCE NEED_TARGET_POS CONTEXTMODE_COMMAND Science = SCIENCE_GPSScrambler TextLabel = GUI:SuperweaponGPSScrambler ButtonImage = SUGPS01 ;ButtonBorderType = ACTION DescriptLabel = CONTROLBAR:TooltipFireGPSScrambler RadiusCursorType = RADAR InvalidCursorName = GenericInvalid End CommandButton Command_AnthraxBomb Command = SPECIAL_POWER SpecialPower = SuperweaponAnthraxBomb Options = NEED_SPECIAL_POWER_SCIENCE NEED_TARGET_POS CONTEXTMODE_COMMAND TextLabel = CONTROLBAR:AnthraxBomb ButtonImage = SSAnthraxBomb InvalidCursorName = GenericInvalid ButtonBorderType = ACTION ; Identifier for the User as to what kind of button this is DescriptLabel = CONTROLBAR:TooltipFireAnthraxBomb RadiusCursorType = ANTHRAXBOMB End CommandButton Command_AnthraxBombFromShortcut Command = SPECIAL_POWER_FROM_SHORTCUT SpecialPower = SuperweaponAnthraxBomb Options = NEED_SPECIAL_POWER_SCIENCE NEED_TARGET_POS CONTEXTMODE_COMMAND TextLabel = OBJECT:AnthraxBomb ButtonImage = SSAnthraxBomb InvalidCursorName = GenericInvalid ;ButtonBorderType = ACTION ; Identifier for the User as to what kind of button this is DescriptLabel = CONTROLBAR:TooltipFireAnthraxBomb RadiusCursorType = ANTHRAXBOMB End CommandButton Command_CIAIntelligence Command = SPECIAL_POWER SpecialPower = SuperweaponCIAIntelligence Options = NEED_SPECIAL_POWER_SCIENCE TextLabel = CONTROLBAR:CIAIntelligence ButtonImage = SSCIA ButtonBorderType = ACTION DescriptLabel = CONTROLBAR:TooltipCIAIntelligence End CommandButton Command_CIAIntelligenceFromShortcut Command = SPECIAL_POWER_FROM_SHORTCUT SpecialPower = SuperweaponCIAIntelligence Options = NEED_SPECIAL_POWER_SCIENCE TextLabel = CONTROLBAR:CIAIntelligenceShortcut ButtonImage = SSCIA ButtonBorderType = ACTION DescriptLabel = CONTROLBAR:TooltipCIAIntelligence End CommandButton Command_SetDemoTrapProximityDetonation Command = SWITCH_WEAPON WeaponSlot = SECONDARY ;This must match the appropriate weaponslot in the demo trap building Options = OK_FOR_MULTI_SELECT CHECK_LIKE TextLabel = CONTROLBAR:ProximityFuse ButtonImage = SSProximity ButtonBorderType = ACTION ; Identifier for the User as to what kind of button this is DescriptLabel = CONTROLBAR:TooltipDemoTrapProxy End CommandButton Command_SetDemoTrapManualDetonation Command = SWITCH_WEAPON WeaponSlot = TERTIARY ;This must match the appropriate weaponslot in the demo trap building Options = OK_FOR_MULTI_SELECT CHECK_LIKE TextLabel = CONTROLBAR:ManualControl ButtonImage = SSManualDetonate ButtonBorderType = ACTION ; Identifier for the User as to what kind of button this is DescriptLabel = CONTROLBAR:TooltipDemoTrapManual End CommandButton Command_DetonateDemoTrap Command = SWITCH_WEAPON WeaponSlot = PRIMARY ;This must match the appropriate weaponslot in the demo trap building Options = OK_FOR_MULTI_SELECT TextLabel = CONTROLBAR:Detonate ButtonImage = SSDetonateDemo ButtonBorderType = ACTION ; Identifier for the User as to what kind of button this is DescriptLabel = CONTROLBAR:TooltipDemoTrapDetonate End ; Special Attack Commands ---------------------------------------------------- ;----------------------------------------------------------------------------- ;Missile defender firing tracing laser in order to attack much more ;efficiently. ;Author: Kris -- July 2002 ;----------------------------------------------------------------------------- CommandButton Command_AmericaMissileDefenderLaserGuidedMissiles Command = SPECIAL_POWER SpecialPower = SpecialAbilityMissileDefenderLaserGuidedMissiles Options = NEED_SPECIAL_POWER_SCIENCE OK_FOR_MULTI_SELECT NEED_TARGET_ENEMY_OBJECT NEED_TARGET_NEUTRAL_OBJECT CONTEXTMODE_COMMAND TextLabel = CONTROLBAR:LaserMissileAttack ButtonImage = SSLaserMissile CursorName = LaserGuidedMissiles InvalidCursorName = GenericInvalid DescriptLabel = CONTROLBAR:TooltipMissileDefenderLaser ButtonBorderType = ACTION UnitSpecificSound = MissileDefenderVoiceModeLaser End CommandButton Command_AmericaTankMicrowaveDisableBuilding Command = SPECIAL_POWER SpecialPower = SpecialAbilityMicrowaveDisableBuilding Options = NEED_SPECIAL_POWER_SCIENCE OK_FOR_MULTI_SELECT NEED_TARGET_ENEMY_OBJECT NEED_TARGET_NEUTRAL_OBJECT TextLabel = CONTROLBAR:DisableBuildingHack ButtonImage = SSBuildingHack CursorName = Hack InvalidCursorName = GenericInvalid ButtonBorderType = ACTION DescriptLabel = CONTROLBAR:ToolTipChinaHackerBuildingHack End CommandButton Command_ChinaTankECMDisableVehicle Command = FIRE_WEAPON WeaponSlot = PRIMARY ; Best if this matches up with an AutoChoose listing that forbids this slot normally Options = OK_FOR_MULTI_SELECT NEED_TARGET_ENEMY_OBJECT CONTEXTMODE_COMMAND TextLabel = CONTROLBAR:ECMDisableVehicle ButtonImage = SNECMAttack CursorName = Target InvalidCursorName = GenericInvalid ButtonBorderType = ACTION DescriptLabel = CONTROLBAR:ToolTipECMDisableVehicle End ;Structure commands ----------------------------------------------------------- CommandButton Command_InitiateBattlePlanBombardment Command = SPECIAL_POWER SpecialPower = SpecialAbilityChangeBattlePlans Options = NEED_SPECIAL_POWER_SCIENCE CHECK_LIKE OPTION_ONE TextLabel = CONTROLBAR:InitiateBattlePlanBombardment ButtonImage = SSBombardment DescriptLabel = CONTROLBAR:TooltipBattlePlansBombardment End CommandButton Command_InitiateBattlePlanHoldTheLine Command = SPECIAL_POWER SpecialPower = SpecialAbilityChangeBattlePlans Options = NEED_SPECIAL_POWER_SCIENCE CHECK_LIKE OPTION_TWO TextLabel = CONTROLBAR:InitiateBattlePlanHoldTheLine ButtonImage = SSHoldLine DescriptLabel = CONTROLBAR:TooltipBattlePlansHoldTheLine End CommandButton Command_InitiateBattlePlanSearchAndDestroy Command = SPECIAL_POWER SpecialPower = SpecialAbilityChangeBattlePlans Options = NEED_SPECIAL_POWER_SCIENCE CHECK_LIKE OPTION_THREE TextLabel = CONTROLBAR:InitiateBattlePlanSearchAndDestroy ButtonImage = SSSeekDestroy DescriptLabel = CONTROLBAR:TooltipBattlePlansSearchAndDestroy End CommandButton Command_SetRallyPoint Command = SET_RALLY_POINT Options = NEED_TARGET_POS TextLabel = CONTROLBAR:SetRallyPoint ButtonImage = SSRally CursorName = SetRallyPoint ButtonBorderType = SYSTEM ; Identifier for the User as to what kind of button this is DescriptLabel = CONTROLBAR:TooltipSetRallyPoint End CommandButton Command_Sell Command = SELL TextLabel = CONTROLBAR:Sell ButtonImage = SSSell2 ButtonBorderType = SYSTEM ; Identifier for the User as to what kind of button this is DescriptLabel = CONTROLBAR:TooltipSell End CommandButton Command_Overcharge Command = TOGGLE_OVERCHARGE Options = CHECK_LIKE TextLabel = CONTROLBAR:Overcharge ButtonImage = SSOvercharge ButtonBorderType = ACTION DescriptLabel = CONTROLBAR:TooltipNukeReactorOverCharge End ; Upgrade commands -------------------------------------------------------------------------------- CommandButton Command_CancelUpgradeCreate Command = CANCEL_UPGRADE ButtonBorderType = NONE ; Identifier for the User as to what kind of button this is DescriptLabel = CONTROLBAR:TooltipCancelUpgrade End CommandButton Command_UpgradeAmericaMOAB Command = PLAYER_UPGRADE Upgrade = Upgrade_AmericaMOAB SpecialPower = SuperweaponDaisyCutter Options = NEED_SPECIAL_POWER_SCIENCE Science = SCIENCE_DaisyCutter TextLabel = CONTROLBAR:UpgradeAmericaMOAB ButtonImage = SAMOAB ButtonBorderType = UPGRADE ; Identifier for the User as to what kind of button this is DescriptLabel = CONTROLBAR:TooltipUSAUpgradeMOAB End CommandButton Command_UpgradeAmericaSupplyLines Command = PLAYER_UPGRADE Upgrade = Upgrade_AmericaSupplyLines TextLabel = CONTROLBAR:UpgradeAmericaSupplyLines ButtonImage = SAsupplyline ButtonBorderType = UPGRADE ; Identifier for the User as to what kind of button this is DescriptLabel = CONTROLBAR:TooltipUSAUpgradeSupplyLines End CommandButton Command_UpgradeAmericaSentryDroneGun Command = PLAYER_UPGRADE Upgrade = Upgrade_AmericaSentryDroneGun TextLabel = CONTROLBAR:UpgradeAmericaSentryDroneGun ButtonImage = SASentryUpgr ButtonBorderType = UPGRADE ; Identifier for the User as to what kind of button this is DescriptLabel = CONTROLBAR:TooltipUSAUpgradeSentryDroneGun End CommandButton Command_UpgradeAmericaAdvancedTraining Command = PLAYER_UPGRADE Upgrade = Upgrade_AmericaAdvancedTraining TextLabel = CONTROLBAR:UpgradeAmericaAdvancedTraining ButtonImage = SSAdvancedTraining ButtonBorderType = UPGRADE ; Identifier for the User as to what kind of button this is DescriptLabel = CONTROLBAR:TooltipUSAUpgradeAdvancedTraining End CommandButton Command_UpgradeAmericaDroneArmor Command = PLAYER_UPGRADE Upgrade = Upgrade_AmericaDroneArmor Options = OK_FOR_MULTI_SELECT TextLabel = CONTROLBAR:UpgradeAmericaDroneArmor ButtonImage = SSScoutArmor ButtonBorderType = UPGRADE ; Identifier for the User as to what kind of button this is DescriptLabel = CONTROLBAR:TooltipUSAUpgradeDroneARmor End CommandButton Command_UpgradeAmericaAdvancedControlRods Command = OBJECT_UPGRADE Upgrade = Upgrade_AmericaAdvancedControlRods TextLabel = CONTROLBAR:UpgradeAmericaAdvancedControlRods ButtonImage = SSControlRods ButtonBorderType = UPGRADE ; Identifier for the User as to what kind of button this is DescriptLabel = CONTROLBAR:TooltipUSAUpgradeAdvancedControlRods End CommandButton Command_UpgradeAmericaRangerFlashBangGrenade Command = PLAYER_UPGRADE Upgrade = Upgrade_AmericaRangerFlashBangGrenade TextLabel = CONTROLBAR:UpgradeAmericaFlashBangGrenade ButtonImage = SSFlashbang ButtonBorderType = UPGRADE ; Identifier for the User as to what kind of button this is DescriptLabel = CONTROLBAR:TooltipUSAUpgradeFlashBangGrenades End CommandButton Command_UpgradeAmericaCompositeArmor Command = PLAYER_UPGRADE Upgrade = Upgrade_AmericaCompositeArmor TextLabel = CONTROLBAR:UpgradeAmericaCompositeArmor ButtonImage = SSCompositeArmor ButtonBorderType = UPGRADE ; Identifier for the User as to what kind of button this is DescriptLabel = CONTROLBAR:TooltipUSAUpgradeCompositeArmor End CommandButton Command_UpgradeAmericaChemicalSuits Command = PLAYER_UPGRADE Upgrade = Upgrade_AmericaChemicalSuits TextLabel = CONTROLBAR:UpgradeAmericaChemicalSuits ButtonImage = SAChemsuit ButtonBorderType = UPGRADE ; Identifier for the User as to what kind of button this is DescriptLabel = CONTROLBAR:TooltipUSAUpgradeChemicalSuits End CommandButton Command_UpgradeAmericaRangerCaptureBuilding Command = PLAYER_UPGRADE Upgrade = Upgrade_InfantryCaptureBuilding TextLabel = CONTROLBAR:UpgradeAmericaRangerCaptureBuilding ButtonImage = SSCaptureBuilding ButtonBorderType = UPGRADE ; Identifier for the User as to what kind of button this is DescriptLabel = CONTROLBAR:TooltipUSAUpgradeRangerCaptureBuilding End CommandButton Command_UpgradeAmericaTOWMissile Command = PLAYER_UPGRADE Upgrade = Upgrade_AmericaTOWMissile TextLabel = CONTROLBAR:UpgradeAmericaTOWMissile ButtonImage = SSTowMissiles ButtonBorderType = UPGRADE ; Identifier for the User as to what kind of button this is DescriptLabel = CONTROLBAR:TooltipUSAUpgradeTOW End CommandButton Command_UpgradeComancheRocketPods Command = PLAYER_UPGRADE Upgrade = Upgrade_ComancheRocketPods TextLabel = CONTROLBAR:UpgradeComancheRocketPods ButtonImage = SSCommancheMissiles ButtonBorderType = UPGRADE ; Identifier for the User as to what kind of button this is DescriptLabel = CONTROLBAR:USAUpgradeRocketPods End CommandButton Command_UpgradeAmericaLaserMissiles Command = PLAYER_UPGRADE Upgrade = Upgrade_AmericaLaserMissiles TextLabel = CONTROLBAR:UpgradeAmericaLaserMissiles ButtonImage = SSPlaneLaserMissiles ButtonBorderType = UPGRADE ; Identifier for the User as to what kind of button this is DescriptLabel = CONTROLBAR:TooltipUSAUpgradeLaserMissiles End CommandButton AirF_Command_UpgradeAmericaLaserMissiles Command = PLAYER_UPGRADE Upgrade = Upgrade_AmericaLaserMissiles TextLabel = CONTROLBAR:UpgradeAmericaLaserMissiles ButtonImage = SSPlaneLaserMissiles ButtonBorderType = UPGRADE ; Identifier for the User as to what kind of button this is DescriptLabel = CONTROLBAR:AirF_TooltipUSAUpgradeLaserMissiles End CommandButton Command_UpgradeAmericaBunkerBusters Command = PLAYER_UPGRADE Upgrade = Upgrade_AmericaBunkerBusters TextLabel = CONTROLBAR:UpgradeAmericaBunkerBusters ButtonImage = SABunkerBust ButtonBorderType = UPGRADE ; Identifier for the User as to what kind of button this is DescriptLabel = CONTROLBAR:TooltipUSAUpgradeBunkerBusters End CommandButton Command_UpgradeAmericaCountermeasures Command = PLAYER_UPGRADE Upgrade = Upgrade_AmericaCountermeasures TextLabel = CONTROLBAR:UpgradeAmericaCountermeasures ButtonImage = SAFlares ButtonBorderType = UPGRADE ; Identifier for the User as to what kind of button this is DescriptLabel = CONTROLBAR:TooltipUSAUpgradeCountermeasures End ; China upgrades -------------------------------------------------------------- CommandButton Command_UpgradeChinaRedguardCaptureBuilding Command = PLAYER_UPGRADE Upgrade = Upgrade_InfantryCaptureBuilding TextLabel = CONTROLBAR:UpgradeChinaRedguardCaptureBuilding ButtonImage = SSCaptureBuilding ButtonBorderType = UPGRADE ; Identifier for the User as to what kind of button this is DescriptLabel = CONTROLBAR:TooltipChinaUpgradeRedguardCaptureBuilding End CommandButton Command_UpgradeChinaMines Command = OBJECT_UPGRADE Upgrade = Upgrade_ChinaMines TextLabel = CONTROLBAR:UpgradeChinaMines ButtonImage = SSMineBunker ButtonBorderType = UPGRADE ; Identifier for the User as to what kind of button this is DescriptLabel = CONTROLBAR:TooltipChinaUpgradeMines End CommandButton Command_UpgradeChinaOverlordGattlingCannon Command = OBJECT_UPGRADE Upgrade = Upgrade_ChinaOverlordGattlingCannon Options = OK_FOR_MULTI_SELECT NOT_QUEUEABLE TextLabel = CONTROLBAR:UpgradeChinaOverlordGattlingCannon ButtonImage = SSOLGattling ButtonBorderType = UPGRADE ; Identifier for the User as to what kind of button this is DescriptLabel = CONTROLBAR:TooltipUpgradeChinaOverlordGattlingCannon UnitSpecificSound = OverlordTankVoiceModeGattling End CommandButton Command_UpgradeChinaOverlordPropagandaTower Command = OBJECT_UPGRADE Upgrade = Upgrade_ChinaOverlordPropagandaTower Options = OK_FOR_MULTI_SELECT NOT_QUEUEABLE TextLabel = CONTROLBAR:UpgradeChinaOverlordPropagandaTower ButtonImage = SSOLSpeaker ButtonBorderType = UPGRADE ; Identifier for the User as to what kind of button this is DescriptLabel = CONTROLBAR:TooltipUpgradeChinaOverlordPropagandaTower UnitSpecificSound = OverlordTankVoiceModeSpeakerTower End CommandButton Command_UpgradeChinaOverlordBattleBunker Command = OBJECT_UPGRADE Upgrade = Upgrade_ChinaOverlordBattleBunker Options = OK_FOR_MULTI_SELECT NOT_QUEUEABLE TextLabel = CONTROLBAR:UpgradeChinaOverlordBattleBunker ButtonImage = SSOLBunker ButtonBorderType = UPGRADE ; Identifier for the User as to what kind of button this is DescriptLabel = CONTROLBAR:TooltipUpgradeChinaOverlordBattleBunker UnitSpecificSound = OverlordTankVoiceModeBunker End CommandButton Command_UpgradeChinaRadar Command = OBJECT_UPGRADE Upgrade = Upgrade_ChinaRadar TextLabel = CONTROLBAR:UpgradeChinaRadar ButtonImage = SARadarUpgrade ButtonBorderType = UPGRADE ; Identifier for the User as to what kind of button this is DescriptLabel = CONTROLBAR:TooltipChinaUpgradeRadar End CommandButton Command_UpgradeChinaSatelliteHackOne Command = PLAYER_UPGRADE Upgrade = Upgrade_ChinaSatelliteHackOne TextLabel = CONTROLBAR:UpgradeChinaSatelliteHackOne ButtonImage = SNIntCntup01 ButtonBorderType = UPGRADE ; Identifier for the User as to what kind of button this is DescriptLabel = CONTROLBAR:TooltipChinaUpgradeSatelliteHackOne End CommandButton Command_UpgradeChinaSatelliteHackTwo Command = PLAYER_UPGRADE Upgrade = Upgrade_ChinaSatelliteHackTwo TextLabel = CONTROLBAR:UpgradeChinaSatelliteHackTwo ButtonImage = SNIntCntup02 ButtonBorderType = UPGRADE ; Identifier for the User as to what kind of button this is DescriptLabel = CONTROLBAR:TooltipChinaUpgradeSatelliteHackTwo End CommandButton Command_UpgradeChinaNationalism Command = PLAYER_UPGRADE Upgrade = Upgrade_Nationalism TextLabel = CONTROLBAR:UpgradeChinaNationalism ButtonImage = SSNationalism ButtonBorderType = UPGRADE ; Identifier for the User as to what kind of button this is DescriptLabel = CONTROLBAR:TooltipChinaUpgradeNationalism End CommandButton Command_UpgradeChinaFanaticism Command = PLAYER_UPGRADE Upgrade = Upgrade_Fanaticism TextLabel = CONTROLBAR:UpgradeChinaFanaticism ButtonImage = SSNationalism ButtonBorderType = UPGRADE ; Identifier for the User as to what kind of button this is DescriptLabel = CONTROLBAR:TooltipChinaUpgradeFanaticism End CommandButton Command_UpgradeChinaAircraftArmor Command = PLAYER_UPGRADE Upgrade = Upgrade_ChinaAircraftArmor TextLabel = CONTROLBAR:UpgradeChinaAircraftArmor ButtonImage = SSMigArmor ButtonBorderType = UPGRADE ; Identifier for the User as to what kind of button this is DescriptLabel = CONTROLBAR:TooltipChinaUpgradeAircraftArmor End CommandButton Command_UpgradeChinaBlackNapalm Command = PLAYER_UPGRADE Upgrade = Upgrade_ChinaBlackNapalm TextLabel = CONTROLBAR:UpgradeChinaBlackNapalm ButtonImage = SSBlackNapalm ButtonBorderType = UPGRADE ; Identifier for the User as to what kind of button this is DescriptLabel = CONTROLBAR:TooltipChinaUpgradeBlackNapalm End CommandButton Command_UpgradeChinaChainGuns Command = PLAYER_UPGRADE Upgrade = Upgrade_ChinaChainGuns TextLabel = CONTROLBAR:UpgradeChinaChainGuns ButtonImage = SSGattling ButtonBorderType = UPGRADE ; Identifier for the User as to what kind of button this is DescriptLabel = CONTROLBAR:TooltipChinaUpgradeChainGuns End CommandButton Command_UpgradeChinaSubliminalMessaging Command = PLAYER_UPGRADE Upgrade = Upgrade_ChinaSubliminalMessaging TextLabel = CONTROLBAR:UpgradeChinaSubliminalMessaging ButtonImage = SSSobMsge ButtonBorderType = UPGRADE ; Identifier for the User as to what kind of button this is DescriptLabel = CONTROLBAR:TooltipUpgradeChinaSubliminal End CommandButton Command_UpgradeChinaUraniumShells Command = PLAYER_UPGRADE Upgrade = Upgrade_ChinaUraniumShells Options = IGNORES_UNDERPOWERED TextLabel = CONTROLBAR:UpgradeChinaUraniumShells ButtonImage = SSDepletedU_Shell ButtonBorderType = UPGRADE ; Identifier for the User as to what kind of button this is DescriptLabel = CONTROLBAR:TooltipUpgradeChinaUraniumShells End CommandButton Command_UpgradeChinaNeutronShells Command = PLAYER_UPGRADE Upgrade = Upgrade_ChinaNeutronShells Options = IGNORES_UNDERPOWERED TextLabel = CONTROLBAR:UpgradeChinaNeutronShells ButtonImage = SNNeutShell ButtonBorderType = UPGRADE ; Identifier for the User as to what kind of button this is DescriptLabel = CONTROLBAR:TooltipUpgradeChinaNeutronShells End CommandButton Command_UpgradeEMPMines Command = OBJECT_UPGRADE Upgrade = Upgrade_ChinaEMPMines TextLabel = CONTROLBAR:UpgradeEMPMines ButtonImage = SNEMPMine ButtonBorderType = UPGRADE ; Identifier for the User as to what kind of button this is DescriptLabel = CONTROLBAR:ToolTipUpgradeChinaEMPMines End CommandButton Command_UpgradeChinaNuclearTanks Command = PLAYER_UPGRADE Upgrade = Upgrade_ChinaNuclearTanks Options = IGNORES_UNDERPOWERED TextLabel = CONTROLBAR:UpgradeChinaNuclearTanks ButtonImage = SSNukeTank ButtonBorderType = UPGRADE ; Identifier for the User as to what kind of button this is DescriptLabel = CONTROLBAR:TooltipUpgradeChinaNuclearTanks End CommandButton Tank_Command_UpgradeChinaUraniumShells Command = PLAYER_UPGRADE Upgrade = Upgrade_ChinaUraniumShells Options = IGNORES_UNDERPOWERED TextLabel = CONTROLBAR:UpgradeChinaUraniumShells ButtonImage = SSDepletedU_Shell ButtonBorderType = UPGRADE ; Identifier for the User as to what kind of button this is DescriptLabel = CONTROLBAR:Tank_TooltipUpgradeChinaUraniumShells End CommandButton Tank_Command_UpgradeChinaNuclearTanks Command = PLAYER_UPGRADE Upgrade = Upgrade_ChinaNuclearTanks Options = IGNORES_UNDERPOWERED TextLabel = CONTROLBAR:UpgradeChinaNuclearTanks ButtonImage = SSNukeTank ButtonBorderType = UPGRADE ; Identifier for the User as to what kind of button this is DescriptLabel = CONTROLBAR:TooltipUpgradeChinaFusionReactors End CommandButton Command_DisguiseAsVehicle Command = SPECIAL_POWER SpecialPower = SpecialAbilityDisguiseAsVehicle Options = NEED_SPECIAL_POWER_SCIENCE OK_FOR_MULTI_SELECT NEED_TARGET_ENEMY_OBJECT NEED_TARGET_NEUTRAL_OBJECT NEED_TARGET_ALLY_OBJECT TextLabel = CONTROLBAR:DisguiseAsVehicle ButtonImage = SSBombDisguise CursorName = DisguiseAsVehicle InvalidCursorName = GenericInvalid ButtonBorderType = UPGRADE ; Identifier for the User as to what kind of button this is DescriptLabel = CONTROLBAR:TooltipDisguiseAsVehicle UnitSpecificSound = BombTruckVoiceModeDisguise End CommandButton Command_BombTruckDetonateNow Command = FIRE_WEAPON WeaponSlot = PRIMARY ; Best if this matches up with an AutoChoose listing that forbids this slot normally Options = OK_FOR_MULTI_SELECT TextLabel = CONTROLBAR:DetonateBombTruck ButtonImage = SSTerroristCarBomb ButtonBorderType = ACTION DescriptLabel = CONTROLBAR:TooltipDetonateBombTruck End CommandButton Command_UpgradeGLAWorkerFakeCommandSet Command = OBJECT_UPGRADE Upgrade = Upgrade_GLAWorkerFakeCommandSet TextLabel = CONTROLBAR:UpgradeGLAWorkerFakeCommandSet ButtonImage = SUFakeToggle ButtonBorderType = UPGRADE ; Identifier for the User as to what kind of button this is DescriptLabel = CONTROLBAR:ToolTipUpgradeGLAWorkerFakeCommandSet End CommandButton Command_UpgradeGLAWorkerRealCommandSet Command = OBJECT_UPGRADE Upgrade = Upgrade_GLAWorkerRealCommandSet TextLabel = CONTROLBAR:UpgradeGLAWorkerRealCommandSet ButtonImage = SUFakeToggle ButtonBorderType = UPGRADE ; Identifier for the User as to what kind of button this is DescriptLabel = CONTROLBAR:ToolTipUpgradeGLAWorkerRealCommandSet End CommandButton Command_UpgradeGLABombTruckBioBomb Command = OBJECT_UPGRADE Upgrade = Upgrade_GLABombTruckBioBomb Options = OK_FOR_MULTI_SELECT TextLabel = CONTROLBAR:UpgradeGLABombTruckBioBomb ButtonImage = SSBioBombTruck ButtonBorderType = ACTION DescriptLabel = CONTROLBAR:TooltipGLAUpgradeBioBomb UnitSpecificSound = BombTruckVoiceModeBioBomb End CommandButton Command_UpgradeGLABombTruckHighExplosiveBomb Command = OBJECT_UPGRADE Upgrade = Upgrade_GLABombTruckHighExplosiveBomb Options = OK_FOR_MULTI_SELECT TextLabel = CONTROLBAR:UpgradeGLABombTruckHighExplosiveBomb ButtonImage = SSExplosiveBombTruck ButtonBorderType = BUILD ; Identifier for the User as to what kind of button this is DescriptLabel = CONTROLBAR:ToolTipGLAUpgradeHEBomb UnitSpecificSound = BombTruckVoiceModeHiEx End CommandButton Command_UpgradeGLACamoNetting Command = OBJECT_UPGRADE Upgrade = Upgrade_GLACamoNetting Options = OK_FOR_MULTI_SELECT TextLabel = CONTROLBAR:UpgradeGLACamoNetting ButtonImage = SUcamo ButtonBorderType = UPGRADE ; Identifier for the User as to what kind of button this is DescriptLabel = CONTROLBAR:ToolTipGLACamoNetting ; UnitSpecificSound = BombTruckVoiceModeHiEx End CommandButton Command_UpgradeGLARadarVanScan Command = PLAYER_UPGRADE Upgrade = Upgrade_GLARadarVanScan TextLabel = CONTROLBAR:UpgradeGLARadarVanScan ButtonImage = SSRadarVanScan ButtonBorderType = UPGRADE ; Identifier for the User as to what kind of button this is DescriptLabel = CONTROLBAR:ToolTipGLAUpgradeRadarVanScan End CommandButton Command_UpgradeGLAScorpionRocket Command = PLAYER_UPGRADE Upgrade = Upgrade_GLAScorpionRocket TextLabel = CONTROLBAR:UpgradeGLAScorpionRocket ButtonImage = SSScorpionRocketBuild ButtonBorderType = UPGRADE ; Identifier for the User as to what kind of button this is DescriptLabel = CONTROLBAR:ToolTipGLAUpgradeScorpionRocket End CommandButton Command_UpgradeGLAInfantryRebelBoobyTrapAttack Command = PLAYER_UPGRADE Upgrade = Upgrade_GLAInfantryRebelBoobyTrapAttack TextLabel = CONTROLBAR:UpgradeGLABoobyTrap ButtonImage = SSTNT ButtonBorderType = UPGRADE ; Identifier for the User as to what kind of button this is DescriptLabel = CONTROLBAR:ToolTipGLAUpgradeBoobyTrap End CommandButton Command_UpgradeGLAFortifiedStructure Command = PLAYER_UPGRADE Upgrade = Upgrade_GLAFortifiedStructure TextLabel = CONTROLBAR:UpgradeGLAFortifiedStructure ButtonImage = SUEliteGrd ButtonBorderType = UPGRADE ; Identifier for the User as to what kind of button this is DescriptLabel = CONTROLBAR:ToolTipGLAUpgradeFortifiedStructure End CommandButton Command_UpgradeGLABuggyAmmo Command = PLAYER_UPGRADE Upgrade = Upgrade_GLABuggyAmmo TextLabel = CONTROLBAR:UpgradeGLABuggyAmmo ButtonImage = SSBuggyRockets ButtonBorderType = UPGRADE ; Identifier for the User as to what kind of button this is DescriptLabel = CONTROLBAR:ToolTipGLAUpgradeBuggyAmmo End CommandButton Command_UpgradeGLAAPRockets Command = PLAYER_UPGRADE Upgrade = Upgrade_GLAAPRockets TextLabel = CONTROLBAR:UpgradeGLAAPRockets ButtonImage = SSAPRockets ButtonBorderType = UPGRADE ; Identifier for the User as to what kind of button this is DescriptLabel = CONTROLBAR:ToolTipGLAUpgradeAPRockets End CommandButton Command_UpgradeGLAToxinShells Command = PLAYER_UPGRADE Upgrade = Upgrade_GLAToxinShells TextLabel = CONTROLBAR:UpgradeGLAToxinShells ButtonImage = SSToxinShells ButtonBorderType = UPGRADE ; Identifier for the User as to what kind of button this is DescriptLabel = CONTROLBAR:ToolTipGLAUpgradeToxinShells End CommandButton Command_UpgradeGLAWorkerShoes Command = PLAYER_UPGRADE Upgrade = Upgrade_GLAWorkerShoes TextLabel = CONTROLBAR:UpgradeGLAWorkerShoes ButtonImage = SUShoes ButtonBorderType = UPGRADE ; Identifier for the User as to what kind of button this is DescriptLabel = CONTROLBAR:ToolTipGLAUpgradeWorkerShoes End CommandButton Command_UpgradeGLAAnthraxBeta Command = PLAYER_UPGRADE Upgrade = Upgrade_GLAAnthraxBeta TextLabel = CONTROLBAR:UpgradeGLAAnthraxBeta ButtonImage = SSAnthraxBeta ButtonBorderType = UPGRADE ; Identifier for the User as to what kind of button this is DescriptLabel = CONTROLBAR:ToolTipGLAUpgradeAnthraxBeta End CommandButton Command_UpgradeGLAAPBullets Command = PLAYER_UPGRADE Upgrade = Upgrade_GLAAPBullets TextLabel = CONTROLBAR:UpgradeGLAAPBullets ButtonImage = SSAPShells ButtonBorderType = UPGRADE ; Identifier for the User as to what kind of button this is DescriptLabel = CONTROLBAR:ToolTipGLAUpgradeAPBullets End CommandButton Command_UpgradeGLAJunkRepair Command = PLAYER_UPGRADE Upgrade = Upgrade_GLAJunkRepair TextLabel = CONTROLBAR:UpgradeGLAJunkRepair ButtonImage = SSJunkRepair ButtonBorderType = UPGRADE ; Identifier for the User as to what kind of button this is DescriptLabel = CONTROLBAR:ToolTipGLAUpgradeJunkRepair End CommandButton Command_UpgradeGLACamouflage Command = PLAYER_UPGRADE Upgrade = Upgrade_GLACamouflage TextLabel = CONTROLBAR:UpgradeGLACamouflage ButtonImage = SSCamoflage ButtonBorderType = UPGRADE ; Identifier for the User as to what kind of button this is DescriptLabel = CONTROLBAR:ToolTipGLAUpgradeCamouflage End CommandButton Command_UpgradeGLAArmTheMob Command = PLAYER_UPGRADE Upgrade = Upgrade_GLAArmTheMob TextLabel = CONTROLBAR:UpgradeGLAArmTheMob ButtonImage = SSArmMob ButtonBorderType = UPGRADE ; what kind of button this is DescriptLabel = CONTROLBAR:ToolTipGLAUpgradeArmTheMob End CommandButton Command_UpgradeGLARebelCaptureBuilding Command = PLAYER_UPGRADE Upgrade = Upgrade_InfantryCaptureBuilding TextLabel = CONTROLBAR:UpgradeGLARebelCaptureBuilding ButtonImage = SSCaptureBuilding ButtonBorderType = UPGRADE ; Identifier for the User as to what kind of button this is DescriptLabel = CONTROLBAR:TooltipGLAUpgradeRebelCaptureBuilding End ; "Inventory" commands ---------------------------------------------------------------------------- CommandButton Command_StructureExit Command = EXIT_CONTAINER ;***Any button with this command requires code support! Search code for button name... TextLabel = CONTROLBAR:StructureExit ButtonImage = SSEvacButton ButtonBorderType = SYSTEM ; Identifier for the User as to what kind of button this is DescriptLabel = CONTROLBAR:ToolTipStructureExit End CommandButton Command_TransportExit Command = EXIT_CONTAINER ;***Any button with this command requires code support! Search code for button name... TextLabel = CONTROLBAR:TransportExit ButtonImage = SSEvacButton ButtonBorderType = SYSTEM ; Identifier for the User as to what kind of button this is DescriptLabel = CONTROLBAR:ToolTipTransportExit End CommandButton Command_BunkerExit Command = EXIT_CONTAINER ;***Any button with this command requires code support! Search code for button name... TextLabel = CONTROLBAR:BunkerExit ButtonImage = SSEvacButton ButtonBorderType = SYSTEM ; Identifier for the User as to what kind of button this is DescriptLabel = CONTROLBAR:BunkerExit End CommandButton Command_FireBaseExit Command = EXIT_CONTAINER ;***Any button with this command requires code support! Search code for button name... TextLabel = CONTROLBAR:FireBaseExit ButtonImage = SSEvacButton ButtonBorderType = SYSTEM ; Identifier for the User as to what kind of button this is DescriptLabel = CONTROLBAR:FireBaseExit End CommandButton Command_ScuttleCombatBike Command = EVACUATE Options = OK_FOR_MULTI_SELECT MUST_BE_STOPPED TextLabel = CONTROLBAR:Evacuate ButtonImage = SSEvacButton ButtonBorderType = SYSTEM ; Identifier for the User as to what kind of button this is DescriptLabel = CONTROLBAR:ToolTipEvacuate End CommandButton Command_Evacuate Command = EVACUATE Options = OK_FOR_MULTI_SELECT TextLabel = CONTROLBAR:Evacuate ButtonImage = SSEvacButton ButtonBorderType = SYSTEM ; Identifier for the User as to what kind of button this is DescriptLabel = CONTROLBAR:ToolTipEvacuate End CommandButton Command_TunnelEvacuate Command = EVACUATE TextLabel = CONTROLBAR:Evacuate ButtonImage = SSEvacButton ButtonBorderType = SYSTEM ; Identifier for the User as to what kind of button this is DescriptLabel = CONTROLBAR:ToolTipEvacuate End CommandButton Command_EmptyCrawler Command = EVACUATE Options = OK_FOR_MULTI_SELECT TextLabel = CONTROLBAR:Evacuate ButtonImage = SSEmptyCrawler ButtonBorderType = SYSTEM ; Identifier for the User as to what kind of button this is DescriptLabel = CONTROLBAR:ToolTipEvacuate End CommandButton Command_ChinookUnload Command = EVACUATE Options = OK_FOR_MULTI_SELECT TextLabel = CONTROLBAR:Evacuate ButtonImage = SSChinookUnload ButtonBorderType = SYSTEM ; Identifier for the User as to what kind of button this is DescriptLabel = CONTROLBAR:ToolTipEvacuate CursorName = Move InvalidCursorName = GenericInvalid End CommandButton Command_ExecuteRailedTransport Command = EXECUTE_RAILED_TRANSPORT Options = OK_FOR_MULTI_SELECT TextLabel = CONTROLBAR:ExecuteRailedTransport ButtonImage = SSFerry_L ButtonBorderType = SYSTEM DescriptLabel = CONTROLBAR:ToolTipRailedTransport End CommandButton Command_CombatDrop Command = COMBATDROP Options = OK_FOR_MULTI_SELECT CONTEXTMODE_COMMAND NEED_TARGET_POS NEED_TARGET_ENEMY_OBJECT NEED_TARGET_NEUTRAL_OBJECT NEED_TARGET_ALLY_OBJECT TextLabel = CONTROLBAR:CombatDrop ButtonImage = SSChinookDrop CursorName = EnterAggressive InvalidCursorName = GenericInvalid ButtonBorderType = SYSTEM ; Identifier for the User as to what kind of button this is DescriptLabel = CONTROLBAR:ToolTipUSACombatDrop End ; Unit commands ----------------------------------------------------------------------------------- CommandButton Command_Guard Command = GUARD ; note that it's legal (thought currently not desired) to specify NEED_TARGET_OBJECT here, ; to allow guarding a specific object! Options = OK_FOR_MULTI_SELECT NEED_TARGET_POS TextLabel = CONTROLBAR:Guard ButtonImage = SSGuard ButtonBorderType = SYSTEM ; Identifier for the User as to what kind of button this is DescriptLabel = CONTROLBAR:ToolTipGuard RadiusCursorType = GUARD_AREA InvalidCursorName = GenericInvalid End CommandButton Command_GuardWithoutPursuit Command = GUARD_WITHOUT_PURSUIT ; note that it's legal (thought currently not desired) to specify NEED_TARGET_OBJECT here, ; to allow guarding a specific object! Options = OK_FOR_MULTI_SELECT NEED_TARGET_POS TextLabel = CONTROLBAR:GuardWithoutPursuit ButtonImage = SSGuard ButtonBorderType = SYSTEM ; Identifier for the User as to what kind of button this is DescriptLabel = CONTROLBAR:ToolTipGuardWithoutPursuit RadiusCursorType = GUARD_AREA InvalidCursorName = GenericInvalid End CommandButton Command_GuardFlyingUnitsOnly Command = GUARD_FLYING_UNITS_ONLY ; note that it's legal (thought currently not desired) to specify NEED_TARGET_OBJECT here, ; to allow guarding a specific object! Options = OK_FOR_MULTI_SELECT NEED_TARGET_POS TextLabel = CONTROLBAR:GuardFlyingUnitsOnly ButtonImage = SSGuardAir ButtonBorderType = SYSTEM ; Identifier for the User as to what kind of button this is DescriptLabel = CONTROLBAR:ToolTipGuardFlyingUnitsOnly RadiusCursorType = GUARD_AREA InvalidCursorName = GenericInvalid End CommandButton Command_AttackMove Command = ATTACK_MOVE Options = OK_FOR_MULTI_SELECT NEED_TARGET_POS TextLabel = CONTROLBAR:AttackMove ButtonImage = SSAttackMove2 ButtonBorderType = SYSTEM ; Identifier for the User as to what kind of button this is DescriptLabel = CONTROLBAR:ToolTipAttackMove CursorName = AttackMove InvalidCursorName = GenericInvalid End CommandButton Command_Stop Command = STOP Options = OK_FOR_MULTI_SELECT TextLabel = CONTROLBAR:Stop ButtonImage = SSStop ButtonBorderType = SYSTEM ; Identifier for the User as to what kind of button this is DescriptLabel = CONTROLBAR:ToolTipCommandStop End CommandButton Command_StrategyCenter_Stop Command = STOP Options = OPTION_ONE ;This designates special case handling to hide stop button when not applicable. TextLabel = CONTROLBAR:Stop ButtonImage = SSStop ButtonBorderType = SYSTEM ; Identifier for the User as to what kind of button this is DescriptLabel = CONTROLBAR:ToolTipCommandStop End CommandButton Command_DisarmMinesAtPosition Command = FIRE_WEAPON WeaponSlot = PRIMARY ; Best if this matches up with an AutoChoose listing that forbids this slot normally Options = OK_FOR_MULTI_SELECT NEED_TARGET_POS USES_MINE_CLEARING_WEAPONSET TextLabel = CONTROLBAR:DisarmMinesAtPosition ButtonImage = SSClearMines_L ;Don't know why this became a portrait (It's from Generals, not MD). ButtonBorderType = ACTION ; Identifier for the User as to what kind of button this is DescriptLabel = CONTROLBAR:ToolTipDisarmMinesAtPosition RadiusCursorType = CLEARMINES InvalidCursorName = GenericInvalid End CommandButton Command_AmericaRangerCaptureBuilding Command = SPECIAL_POWER SpecialPower = SpecialAbilityRangerCaptureBuilding Options = NEED_SPECIAL_POWER_SCIENCE OK_FOR_MULTI_SELECT NEED_TARGET_ENEMY_OBJECT NEED_TARGET_NEUTRAL_OBJECT NEED_UPGRADE Upgrade = Upgrade_InfantryCaptureBuilding TextLabel = CONTROLBAR:CaptureBuilding ButtonImage = SSCaptureBuilding CursorName = CaptureBuilding InvalidCursorName = GenericInvalid ButtonBorderType = ACTION ; Identifier for the User as to what kind of button this is DescriptLabel = CONTROLBAR:ToolTipUSARangerCaptureBuilding End CommandButton Command_AmericaRangerSwitchToMachineGun Command = SWITCH_WEAPON WeaponSlot = PRIMARY Options = CHECK_LIKE OK_FOR_MULTI_SELECT TextLabel = CONTROLBAR:RangerMachineGun ButtonImage = SSMachineGun ButtonBorderType = ACTION DescriptLabel = CONTROLBAR:ToolTipSwitchToRangerMachineGun End CommandButton Command_AmericaRangerSwitchToFlagBangGrenades Command = SWITCH_WEAPON WeaponSlot = SECONDARY Options = CHECK_LIKE OK_FOR_MULTI_SELECT NEED_UPGRADE Upgrade = Upgrade_AmericaRangerFlashBangGrenade TextLabel = CONTROLBAR:FlashBangGrenadeMode ButtonImage = SSFlashbang ButtonBorderType = ACTION DescriptLabel = CONTROLBAR:ToolTipSwitchToUSAFlashBang End CommandButton Command_AmericaVehicleComancheFireRocketPods Command = FIRE_WEAPON WeaponSlot = TERTIARY Options = OK_FOR_MULTI_SELECT NEED_UPGRADE NEED_TARGET_POS ; fires at pos, not obj Upgrade = Upgrade_ComancheRocketPods TextLabel = CONTROLBAR:FireRocketPods ButtonImage = SSRocketAttack ButtonBorderType = ACTION ; Identifier for the User as to what kind of button this is DescriptLabel = CONTROLBAR:ToolTipUSAFireRocketPods RadiusCursorType = ATTACK_SCATTER_AREA InvalidCursorName = GenericInvalid UnitSpecificSound = ComancheVoiceModeRocketPods End CommandButton Command_ChinaNukeWarhead Command = SWITCH_WEAPON WeaponSlot = PRIMARY Options = CHECK_LIKE OK_FOR_MULTI_SELECT TextLabel = CONTROLBAR:NukeWarhead ButtonImage = SSExplosiveScud ButtonBorderType = ACTION ; Identifier for the User as to what kind of button this is DescriptLabel = CONTROLBAR:ToolTipChinaNukeWarhead End CommandButton Command_ChinaNeutronWarhead Command = SWITCH_WEAPON WeaponSlot = SECONDARY TERTIARY Options = CHECK_LIKE OK_FOR_MULTI_SELECT NEED_UPGRADE Upgrade = Upgrade_ChinaNeutronShells TextLabel = CONTROLBAR:NeutronWarhead ButtonImage = SNNeutShell ButtonBorderType = ACTION ; Identifier for the User as to what kind of button this is DescriptLabel = CONTROLBAR:ToolTipChinaNeutronWarhead End CommandButton Command_GLAExplosiveWarhead Command = SWITCH_WEAPON WeaponSlot = PRIMARY Options = CHECK_LIKE OK_FOR_MULTI_SELECT TextLabel = CONTROLBAR:ExplosiveWarhead ButtonImage = SSExplosiveScud ButtonBorderType = ACTION ; Identifier for the User as to what kind of button this is DescriptLabel = CONTROLBAR:ToolTipGLASCUDHEWarhead End CommandButton Command_GLAAnthraxWarhead Command = SWITCH_WEAPON WeaponSlot = SECONDARY Options = CHECK_LIKE OK_FOR_MULTI_SELECT TextLabel = CONTROLBAR:AnthraxWarhead ButtonImage = SSAnthraxScud ButtonBorderType = ACTION ; Identifier for the User as to what kind of button this is DescriptLabel = CONTROLBAR:ToolTipGLASCUDAnthraxWarhead End CommandButton Command_GLAToxinTractorContaminateGround Command = FIRE_WEAPON WeaponSlot = SECONDARY ; Best if this matches up with an AutoChoose listing that forbids this slot normally Options = NEED_TARGET_POS OK_FOR_MULTI_SELECT TextLabel = CONTROLBAR:Contaminate ButtonImage = SSContaminate ButtonBorderType = ACTION ; Identifier for the User as to what kind of button this is DescriptLabel = CONTROLBAR:ToolTipGLAFireToxinTractorSlime UnitSpecificSound = ToxinTractorVoiceModeContam End CommandButton Command_GLAInfantryRebelCaptureBuilding Command = SPECIAL_POWER SpecialPower = SpecialAbilityRebelCaptureBuilding Options = NEED_SPECIAL_POWER_SCIENCE OK_FOR_MULTI_SELECT NEED_TARGET_ENEMY_OBJECT NEED_TARGET_NEUTRAL_OBJECT NEED_UPGRADE Upgrade = Upgrade_InfantryCaptureBuilding TextLabel = CONTROLBAR:CaptureBuilding ButtonImage = SSCaptureBuilding CursorName = CaptureBuilding InvalidCursorName = GenericInvalid ButtonBorderType = ACTION ; Identifier for the User as to what kind of button this is DescriptLabel = CONTROLBAR:ToolTipGLARebelCaptureBuilding End CommandButton Command_GLAInfantryTerroristMakeCarBomb Command = CONVERT_TO_CARBOMB Options = OK_FOR_MULTI_SELECT CONTEXTMODE_COMMAND NEED_TARGET_ALLY_OBJECT NEED_TARGET_NEUTRAL_OBJECT ;Kris: Contextmode command options require code support! Upgrade = None TextLabel = CONTROLBAR:CarBomb ButtonImage = SSTerroristCarBomb CursorName = EnterAggressive InvalidCursorName = GenericInvalid ButtonBorderType = ACTION ; Identifier for the User as to what kind of button this is DescriptLabel = CONTROLBAR:ToolTipGLATerroristMakeCarBomb End CommandButton Command_SabotageBuilding Command = SABOTAGE_BUILDING Options = OK_FOR_MULTI_SELECT CONTEXTMODE_COMMAND NEED_TARGET_ENEMY_OBJECT ;Kris: Contextmode command options require code support! Upgrade = None TextLabel = CONTROLBAR:SabotageBuilding ButtonImage = SUSaboteur CursorName = EnterAggressive InvalidCursorName = GenericInvalid ButtonBorderType = ACTION ; Identifier for the User as to what kind of button this is DescriptLabel = CONTROLBAR:ToolTipGLASabotageBuilding End CommandButton Command_GLAInfantryHijack Command = HIJACK_VEHICLE Options = OK_FOR_MULTI_SELECT CONTEXTMODE_COMMAND NEED_TARGET_ENEMY_OBJECT Upgrade = None TextLabel = CONTROLBAR:Hijack ButtonImage = SSCarjack CursorName = EnterAggressive InvalidCursorName = GenericInvalid ButtonBorderType = ACTION ; Identifier for the User as to what kind of button this is DescriptLabel = CONTROLBAR:ToolTipGLAHijackerHijack End CommandButton Command_GLAInfantryJarmenKellSnipeVehicleAttack Command = FIRE_WEAPON WeaponSlot = SECONDARY Options = OK_FOR_MULTI_SELECT NEED_TARGET_ENEMY_OBJECT CONTEXTMODE_COMMAND Upgrade = None TextLabel = CONTROLBAR:SniperAttack ButtonImage = SSSniperAttack CursorName = SnipeVehicle InvalidCursorName = GenericInvalid ButtonBorderType = ACTION ; Identifier for the User as to what kind of button this is DescriptLabel = CONTROLBAR:ToolTipGLAFireJarmenKellVehicleSnipe UnitSpecificSound = JarmenKellVoiceModeSnipe End CommandButton Command_ChinaJetMIGFireNapalmMissile Command = FIRE_WEAPON WeaponSlot = PRIMARY MaxShotsToFire = 1 Options = OK_FOR_MULTI_SELECT NEED_TARGET_ENEMY_OBJECT NEED_TARGET_NEUTRAL_OBJECT TextLabel = CONTROLBAR:FireNapalmMissile ButtonImage = SNFirestorm ButtonBorderType = ACTION ; Identifier for the User as to what kind of button this is DescriptLabel = CONTROLBAR:ToolTipChinaFireMIG End CommandButton Command_ChinaInfantryRedGuardCaptureBuilding Command = SPECIAL_POWER SpecialPower = SpecialAbilityRedGuardCaptureBuilding Options = NEED_SPECIAL_POWER_SCIENCE OK_FOR_MULTI_SELECT NEED_TARGET_ENEMY_OBJECT NEED_TARGET_NEUTRAL_OBJECT NEED_UPGRADE Upgrade = Upgrade_InfantryCaptureBuilding TextLabel = CONTROLBAR:CaptureBuilding ButtonImage = SSCaptureBuilding CursorName = CaptureBuilding InvalidCursorName = GenericInvalid ButtonBorderType = ACTION ; Identifier for the User as to what kind of button this is DescriptLabel = CONTROLBAR:ToolTipChinaRedGuardCaptureBuilding End CommandButton Command_ChinaInfantryBlackLotusCaptureHack Command = SPECIAL_POWER SpecialPower = SpecialAbilityBlackLotusCaptureBuilding Options = NEED_SPECIAL_POWER_SCIENCE OK_FOR_MULTI_SELECT NEED_TARGET_ENEMY_OBJECT NEED_TARGET_NEUTRAL_OBJECT TextLabel = CONTROLBAR:CaptureBuilding ButtonImage = SSBLCapture CursorName = Hack InvalidCursorName = GenericInvalid ButtonBorderType = ACTION ; Identifier for the User as to what kind of button this is DescriptLabel = CONTROLBAR:ToolTipChinaFireBlackLotusCaptureHack UnitSpecificSound = BlackLotusVoiceModeBuilding End CommandButton Command_ChinaInfantryBlackLotusVehicleHack Command = SPECIAL_POWER SpecialPower = SpecialAbilityBlackLotusDisableVehicleHack Options = NEED_SPECIAL_POWER_SCIENCE OK_FOR_MULTI_SELECT NEED_TARGET_ENEMY_OBJECT NEED_TARGET_NEUTRAL_OBJECT TextLabel = CONTROLBAR:DisableVehicleHack ButtonImage = SSVehicleHack CursorName = Hack InvalidCursorName = GenericInvalid ButtonBorderType = ACTION DescriptLabel = CONTROLBAR:ToolTipChinaFireBlackLotusVehicleHack UnitSpecificSound = BlackLotusVoiceModeVehicle End CommandButton Command_ChinaInfantryBlackLotusCashHack Command = SPECIAL_POWER SpecialPower = SpecialAbilityBlackLotusStealCashHack Options = NEED_SPECIAL_POWER_SCIENCE OK_FOR_MULTI_SELECT NEED_TARGET_ENEMY_OBJECT NEED_TARGET_NEUTRAL_OBJECT TextLabel = CONTROLBAR:StealCashHack ButtonImage = SSCashHack CursorName = Hack InvalidCursorName = GenericInvalid ButtonBorderType = ACTION DescriptLabel = CONTROLBAR:ToolTipChinaFireBlackLotusCashHack UnitSpecificSound = BlackLotusVoiceModeCash End CommandButton Command_ChinaInfantryHackerInternetHack Command = HACK_INTERNET Options = OK_FOR_MULTI_SELECT TextLabel = CONTROLBAR:InternetHack ButtonImage = SSNetHack ButtonBorderType = ACTION DescriptLabel = CONTROLBAR:ToolTipChinaFireHackerInternetHack End CommandButton Command_ChinaInfantryHackerDisableBuilding Command = SPECIAL_POWER SpecialPower = SpecialAbilityHackerDisableBuilding Options = NEED_SPECIAL_POWER_SCIENCE OK_FOR_MULTI_SELECT NEED_TARGET_ENEMY_OBJECT NEED_TARGET_NEUTRAL_OBJECT TextLabel = CONTROLBAR:DisableBuildingHack ButtonImage = SSBuildingHack CursorName = Hack InvalidCursorName = GenericInvalid ButtonBorderType = ACTION DescriptLabel = CONTROLBAR:ToolTipChinaHackerBuildingHack End CommandButton Infa_Command_ChinaInfantryHackerVehicleHack Command = SPECIAL_POWER SpecialPower = SpecialAbilityBlackLotusDisableVehicleHack Options = NEED_SPECIAL_POWER_SCIENCE OK_FOR_MULTI_SELECT NEED_TARGET_ENEMY_OBJECT NEED_TARGET_NEUTRAL_OBJECT TextLabel = CONTROLBAR:DisableVehicleHack ButtonImage = SSVehicleHack CursorName = Hack InvalidCursorName = GenericInvalid ButtonBorderType = ACTION DescriptLabel = CONTROLBAR:ToolTipChinaFireBlackLotusVehicleHack ;UnitSpecificSound = SuperHackerVoiceModeVehicle End CommandButton Command_ChinaDragonTankFireWall Command = FIRE_WEAPON WeaponSlot = SECONDARY ; Best if this matches up with an AutoChoose listing that forbids this slot normally Options = NEED_TARGET_POS OK_FOR_MULTI_SELECT TextLabel = CONTROLBAR:FireWall ButtonImage = SSFireStorm ButtonBorderType = ACTION ; Identifier for the User as to what kind of button this is DescriptLabel = CONTROLBAR:TooltipFireWall UnitSpecificSound = DragonTankVoiceModeFireStorm End ;----------------------------------------------------------------------------- ;SPECIAL ABILITY ;Tank hunter rushes a tank to plant deadly TNT. ;Author: Kris -- July 2002 ; ;@todo info -- The reason this is a special ability instead of a regular ;attack are: ;1) Weapon reload timer currently don't cycle like special powers delays. ;2) Attack options aren't detailed enough to allow for specific target types. ;3) Attack commands don't allow for valid/invalid cursors. ;----------------------------------------------------------------------------- CommandButton Command_ChinaInfantryTankHunterTNTAttack Command = SPECIAL_POWER SpecialPower = SpecialAbilityTankHunterTNTAttack Options = NEED_SPECIAL_POWER_SCIENCE OK_FOR_MULTI_SELECT NEED_TARGET_ENEMY_OBJECT NEED_TARGET_NEUTRAL_OBJECT TextLabel = CONTROLBAR:TNTAttack ButtonImage = SSTNT CursorName = TankHunterTNTAttack InvalidCursorName = PlaceChargeInvalid ButtonBorderType = ACTION ; Identifier for the User as to what kind of button this is DescriptLabel = CONTROLBAR:ToolTipChinaFireTankHunterTNTAttack End CommandButton Command_GLAInfantryRebelBoobyTrapAttack Command = SPECIAL_POWER SpecialPower = SpecialAbilityBoobyTrap Options = NEED_SPECIAL_POWER_SCIENCE OK_FOR_MULTI_SELECT NEED_TARGET_NEUTRAL_OBJECT NEED_TARGET_ALLY_OBJECT NEED_UPGRADE Upgrade = Upgrade_GLAInfantryRebelBoobyTrapAttack TextLabel = CONTROLBAR:BoobyTrapAttack ButtonImage = SSTNT CursorName = TankHunterTNTAttack InvalidCursorName = PlaceChargeInvalid ButtonBorderType = ACTION ; Identifier for the User as to what kind of button this is DescriptLabel = CONTROLBAR:ToolTipChinaFireRebelBoobyTrapAttack UnitSpecificSound = RebelVoiceModeBoobyTrap End CommandButton Command_ColonelBurtonKnifeAttack Command = FIRE_WEAPON WeaponSlot = SECONDARY Options = OK_FOR_MULTI_SELECT NEED_TARGET_ENEMY_OBJECT NEED_TARGET_NEUTRAL_OBJECT CONTEXTMODE_COMMAND TextLabel = CONTROLBAR:KnifeAttack ButtonImage = SSKnifeAttack CursorName = StabAttack InvalidCursorName = StabAttackInvalid ButtonBorderType = ACTION ; Identifier for the User as to what kind of button this is DescriptLabel = CONTROLBAR:ToolTipUSAFireBurtonKnifeAttack UnitSpecificSound = ColonelBurtonVoiceModeKnife End CommandButton Command_ColonelBurtonTimedDemoCharge Command = SPECIAL_POWER SpecialPower = SpecialAbilityColonelBurtonTimedCharges Options = NEED_SPECIAL_POWER_SCIENCE OK_FOR_MULTI_SELECT NEED_TARGET_ENEMY_OBJECT NEED_TARGET_NEUTRAL_OBJECT TextLabel = CONTROLBAR:TimedDemoCharge ButtonImage = SSTimedDemo CursorName = PlaceTimedCharge InvalidCursorName = PlaceChargeInvalid ButtonBorderType = ACTION ; Identifier for the User as to what kind of button this is DescriptLabel = CONTROLBAR:ToolTipUSAFireBurtonTimedDemo UnitSpecificSound = ColonelBurtonVoiceModeTimedCharge End ;Notice the next two command buttons use the same special power. That is because they are ;linked. The first one requires a target in order to place a charge. The latter one requires ;no target (INSTANT_TARGET), and the logic will pick up on this and detonate any existing ones. CommandButton Command_ColonelBurtonRemoteDemoCharge Command = SPECIAL_POWER SpecialPower = SpecialAbilityColonelBurtonRemoteCharges Options = NEED_SPECIAL_POWER_SCIENCE OK_FOR_MULTI_SELECT NEED_TARGET_ENEMY_OBJECT NEED_TARGET_NEUTRAL_OBJECT CONTEXTMODE_COMMAND TextLabel = CONTROLBAR:RemoteDemoCharge ButtonImage = SSRemoteDemo CursorName = PlaceRemoteCharge InvalidCursorName = PlaceChargeInvalid ButtonBorderType = ACTION ; Identifier for the User as to what kind of button this is DescriptLabel = CONTROLBAR:ToolTipUSABurtonPlaceRemoteCharge UnitSpecificSound = ColonelBurtonVoiceModeRemoteCharge End CommandButton Command_ColonelBurtonDetonateCharges Command = SPECIAL_POWER SpecialPower = SpecialAbilityColonelBurtonRemoteCharges Options = NEED_SPECIAL_POWER_SCIENCE OK_FOR_MULTI_SELECT TextLabel = CONTROLBAR:DetonateCharges ButtonImage = SSDetonate ButtonBorderType = ACTION ; Identifier for the User as to what kind of button this is DescriptLabel = CONTROLBAR:ToolTipUSABurtonDetonateCharges End CommandButton Command_CIAAgentTimedDemoCharge Command = SPECIAL_POWER SpecialPower = SpecialAbilityColonelBurtonTimedCharges Options = NEED_SPECIAL_POWER_SCIENCE OK_FOR_MULTI_SELECT NEED_TARGET_ENEMY_OBJECT NEED_TARGET_NEUTRAL_OBJECT TextLabel = CONTROLBAR:TimedDemoCharge ButtonImage = SSTimedDemo CursorName = PlaceTimedCharge InvalidCursorName = PlaceChargeInvalid ButtonBorderType = ACTION ; Identifier for the User as to what kind of button this is DescriptLabel = CONTROLBAR:ToolTipUSAFireBurtonTimedDemo UnitSpecificSound = CIAAgentVoiceModeTimedCharge End ;Notice the next two command buttons use the same special power. That is because they are ;linked. The first one requires a target in order to place a charge. The latter one requires ;no target (INSTANT_TARGET), and the logic will pick up on this and detonate any existing ones. CommandButton Command_CIAAgentRemoteDemoCharge Command = SPECIAL_POWER SpecialPower = SpecialAbilityColonelBurtonRemoteCharges Options = NEED_SPECIAL_POWER_SCIENCE OK_FOR_MULTI_SELECT NEED_TARGET_ENEMY_OBJECT NEED_TARGET_NEUTRAL_OBJECT CONTEXTMODE_COMMAND TextLabel = CONTROLBAR:RemoteDemoCharge ButtonImage = SSRemoteDemo CursorName = PlaceRemoteCharge InvalidCursorName = PlaceChargeInvalid ButtonBorderType = ACTION ; Identifier for the User as to what kind of button this is DescriptLabel = CONTROLBAR:ToolTipUSABurtonPlaceRemoteCharge UnitSpecificSound = CIAAgentVoiceModeRemoteCharge End CommandButton Command_CIAAgentDetonateCharges Command = SPECIAL_POWER SpecialPower = SpecialAbilityColonelBurtonRemoteCharges Options = NEED_SPECIAL_POWER_SCIENCE OK_FOR_MULTI_SELECT TextLabel = CONTROLBAR:DetonateCharges ButtonImage = SSDetonate ButtonBorderType = ACTION ; Identifier for the User as to what kind of button this is DescriptLabel = CONTROLBAR:ToolTipUSABurtonDetonateCharges End CommandButton Command_AmbulanceCleanupArea Command = SPECIAL_POWER SpecialPower = SpecialAbilityAmbulanceCleanupArea Options = NEED_SPECIAL_POWER_SCIENCE OK_FOR_MULTI_SELECT NEED_TARGET_POS TextLabel = CONTROLBAR:AmbulanceCleanupArea ButtonImage = SSDetox ButtonBorderType = ACTION DescriptLabel = CONTROLBAR:CleanupAreaDescription RadiusCursorType = AMBULANCE InvalidCursorName = GenericInvalid UnitSpecificSound = AmbulanceVoiceModeDetox End ; Dozer construction commands --------------------------------------------------------------------- CommandButton Command_CancelConstruction Command = DOZER_CONSTRUCT_CANCEL TextLabel = CONTROLBAR:CancelBuild ButtonImage = SSStop ButtonBorderType = BUILD ; Identifier for the User as to what kind of button this is DescriptLabel = CONTROLBAR:ToolTipCancelConstruction End CommandButton Command_ConstructAmericaCommandCenter Command = DOZER_CONSTRUCT Object = AmericaCommandCenter TextLabel = CONTROLBAR:ConstructAmericaCommandCenter ButtonImage = SAComCentr ButtonBorderType = BUILD ; Identifier for the User as to what kind of button this is DescriptLabel = CONTROLBAR:ToolTipUSABuildCommandCenter End CommandButton Command_ConstructAmericaPowerPlant Command = DOZER_CONSTRUCT Object = AmericaPowerPlant TextLabel = CONTROLBAR:ConstructAmericaPowerPlant ButtonImage = SAPowerPlant ButtonBorderType = BUILD ; Identifier for the User as to what kind of button this is DescriptLabel = CONTROLBAR:ToolTipUSABuildPowerPlant End CommandButton Command_ConstructAmericaBarracks Command = DOZER_CONSTRUCT Object = AmericaBarracks TextLabel = CONTROLBAR:ConstructAmericaBarracks ButtonImage = SABarracks ButtonBorderType = BUILD ; Identifier for the User as to what kind of button this is DescriptLabel = CONTROLBAR:ToolTipUSABuildBarracks End CommandButton Command_ConstructAmericaSupplyCenter Command = DOZER_CONSTRUCT Object = AmericaSupplyCenter TextLabel = CONTROLBAR:ConstructAmericaSupplyCenter ButtonImage = SASupplyCntr ButtonBorderType = BUILD ; Identifier for the User as to what kind of button this is DescriptLabel = CONTROLBAR:ToolTipUSABuildSupplyCenter End CommandButton Command_ConstructAmericaWall Command = DOZER_CONSTRUCT Object = AmericaWall TextLabel = CONTROLBAR:ConstructAmericaWall ButtonImage = SAFence ButtonBorderType = BUILD ; Identifier for the User as to what kind of button this is DescriptLabel = CONTROLBAR:ToolTipUSABuildSecurityFence End CommandButton Command_ConstructAmericaWarFactory Command = DOZER_CONSTRUCT Object = AmericaWarFactory TextLabel = CONTROLBAR:ConstructAmericaWarFactory ButtonImage = SACWeaponsfact ButtonBorderType = BUILD ; Identifier for the User as to what kind of button this is DescriptLabel = CONTROLBAR:ToolTipUSABuildWarFactory End CommandButton Command_ConstructAmericaPatriotBattery Command = DOZER_CONSTRUCT Object = AmericaPatriotBattery TextLabel = CONTROLBAR:ConstructAmericaPatriotBattery ButtonImage = SAPatriot ButtonBorderType = BUILD ; Identifier for the User as to what kind of button this is DescriptLabel = CONTROLBAR:ToolTipUSABuildPatriotBattery End CommandButton Command_ConstructAmericaFireBase Command = DOZER_CONSTRUCT Object = AmericaFireBase TextLabel = CONTROLBAR:ConstructAmericaFireBase ButtonImage = SAFirebase ButtonBorderType = BUILD ; Identifier for the User as to what kind of button this is DescriptLabel = CONTROLBAR:ToolTipUSABuildFireBase End CommandButton Command_ConstructAmericaAirfield Command = DOZER_CONSTRUCT Object = AmericaAirfield TextLabel = CONTROLBAR:ConstructAmericaAirfield ButtonImage = SAACommand ButtonBorderType = BUILD ; Identifier for the User as to what kind of button this is DescriptLabel = CONTROLBAR:ToolTipUSABuildAirField End CommandButton Command_ConstructAmericaParticleCannonUplink Command = DOZER_CONSTRUCT Object = AmericaParticleCannonUplink TextLabel = CONTROLBAR:ConstructAmericaParticleCannonUplink ButtonImage = SAUplink ButtonBorderType = BUILD ; Identifier for the User as to what kind of button this is DescriptLabel = CONTROLBAR:ToolTipUSABuildParticleCannon End CommandButton Command_ConstructAmericaStrategyCenter Command = DOZER_CONSTRUCT Object = AmericaStrategyCenter TextLabel = CONTROLBAR:ConstructAmericaStrategyCenter ButtonImage = SAStrategyCenter ButtonBorderType = BUILD ; Identifier for the User as to what kind of button this is DescriptLabel = CONTROLBAR:ToolTipUSABuildStrategyCenter End CommandButton Command_ConstructAmericaSupplyDropZone Command = DOZER_CONSTRUCT Object = AmericaSupplyDropZone TextLabel = CONTROLBAR:ConstructAmericaSupplyDropZone ButtonImage = SADropZone ButtonBorderType = BUILD ; Identifier for the User as to what kind of button this is DescriptLabel = CONTROLBAR:ToolTipUSABuildSupplyDropZone End CommandButton Command_ConstructGLACommandCenter Command = DOZER_CONSTRUCT Object = GLACommandCenter TextLabel = CONTROLBAR:ConstructGLACommandCenter ButtonImage = SUHeadquarters ButtonBorderType = BUILD ; Identifier for the User as to what kind of button this is DescriptLabel = CONTROLBAR:ToolTipGLABuildCommandCenter End CommandButton Command_ConstructFakeGLACommandCenter Command = DOZER_CONSTRUCT Object = FakeGLACommandCenter TextLabel = CONTROLBAR:ConstructFakeGLACommandCenter ButtonImage = SUHeadquarters_F ButtonBorderType = BUILD ; Identifier for the User as to what kind of button this is DescriptLabel = CONTROLBAR:ToolTipFakeGLABuilding End CommandButton Command_ConstructGLADemoTrap Command = DOZER_CONSTRUCT Object = GLADemoTrap TextLabel = CONTROLBAR:ConstructGLADemoTrap ButtonImage = SSHideBomb ButtonBorderType = BUILD ; Identifier for the User as to what kind of button this is DescriptLabel = CONTROLBAR:ToolTipGLABUildDemoTrap End CommandButton Command_ConstructGLABarracks Command = DOZER_CONSTRUCT Object = GLABarracks TextLabel = CONTROLBAR:ConstructGLABarracks ButtonImage = SUBarracks ButtonBorderType = BUILD ; Identifier for the User as to what kind of button this is DescriptLabel = CONTROLBAR:ToolTipGLABuildBarracks End CommandButton Command_ConstructFakeGLABarracks Command = DOZER_CONSTRUCT Object = FakeGLABarracks TextLabel = CONTROLBAR:ConstructFakeGLABarracks ButtonImage = SUBarracks_F ButtonBorderType = BUILD ; Identifier for the User as to what kind of button this is DescriptLabel = CONTROLBAR:ToolTipFakeGLABuilding End CommandButton Command_ConstructGLASupplyStash Command = DOZER_CONSTRUCT Object = GLASupplyStash TextLabel = CONTROLBAR:ConstructGLASupplyStash ButtonImage = SUSupplyCenter ButtonBorderType = BUILD ; Identifier for the User as to what kind of button this is DescriptLabel = CONTROLBAR:ToolTipGLABuildSupplyStash End CommandButton Command_ConstructFakeGLASupplyStash Command = DOZER_CONSTRUCT Object = FakeGLASupplyStash TextLabel = CONTROLBAR:ConstructFakeGLASupplyStash ButtonImage = SUSpplyCtr_F ButtonBorderType = BUILD ; Identifier for the User as to what kind of button this is DescriptLabel = CONTROLBAR:ToolTipFakeGLABuilding End CommandButton Command_ConstructGLABurningBarricade Command = DOZER_CONSTRUCT Object = GLABurningBarrier TextLabel = CONTROLBAR:ConstructGLABurningBarricade ButtonImage = SUBarricade ButtonBorderType = BUILD ; Identifier for the User as to what kind of button this is DescriptLabel = CONTROLBAR:ToolTipGLABuildBurningBarricade End CommandButton Command_ConstructGLAArmsDealer Command = DOZER_CONSTRUCT Object = GLAArmsDealer TextLabel = CONTROLBAR:ConstructGLAArmsDealer ButtonImage = SUArmsDealer ButtonBorderType = BUILD ; Identifier for the User as to what kind of button this is DescriptLabel = CONTROLBAR:ToolTipGLABuildArmsDealer End CommandButton Command_ConstructFakeGLAArmsDealer Command = DOZER_CONSTRUCT Object = FakeGLAArmsDealer TextLabel = CONTROLBAR:ConstructFakeGLAArmsDealer ButtonImage = SUArmsDealer_F ButtonBorderType = BUILD ; Identifier for the User as to what kind of button this is DescriptLabel = CONTROLBAR:ToolTipFakeGLABuilding End CommandButton Command_ConstructChinaCommandCenter Command = DOZER_CONSTRUCT Object = ChinaCommandCenter TextLabel = CONTROLBAR:ConstructChinaCommandCenter ButtonImage = SNComCentr ButtonBorderType = BUILD ; Identifier for the User as to what kind of button this is DescriptLabel = CONTROLBAR:ToolTipChinaBuildCommandCenter End CommandButton Command_ConstructChinaInternetCenter Command = DOZER_CONSTRUCT Object = ChinaInternetCenter TextLabel = CONTROLBAR:ConstructChinaInternetCenter ButtonImage = SNIntCnt ButtonBorderType = BUILD ; Identifier for the User as to what kind of button this is DescriptLabel = CONTROLBAR:ToolTipChinaBuildInternetCenter End CommandButton Command_ConstructChinaPowerPlant Command = DOZER_CONSTRUCT Object = ChinaPowerPlant TextLabel = CONTROLBAR:ConstructChinaPowerPlant ButtonImage = SNReactor ButtonBorderType = BUILD ; Identifier for the User as to what kind of button this is DescriptLabel = CONTROLBAR:ToolTipChinaBuildPowerPlant End CommandButton Command_ConstructChinaBarracks Command = DOZER_CONSTRUCT Object = ChinaBarracks TextLabel = CONTROLBAR:ConstructChinaBarracks ButtonImage = SNBarracks ButtonBorderType = BUILD ; Identifier for the User as to what kind of button this is DescriptLabel = CONTROLBAR:ToolTipChinaBuildBarracks End CommandButton Command_ConstructChinaSupplyCenter Command = DOZER_CONSTRUCT Object = ChinaSupplyCenter TextLabel = CONTROLBAR:ConstructChinaSupplyCenter ButtonImage = SNSupplyCenter ButtonBorderType = BUILD ; Identifier for the User as to what kind of button this is DescriptLabel = CONTROLBAR:ToolTipChinaBuildSupplyCenter End CommandButton Command_ConstructChinaConcreteWall Command = DOZER_CONSTRUCT Object = ChinaWall TextLabel = CONTROLBAR:ConstructChinaConcreteWall ButtonImage = SNWall ButtonBorderType = BUILD ; Identifier for the User as to what kind of button this is DescriptLabel = CONTROLBAR:ToolTipChinaBuildConcreteWall End CommandButton Command_ConstructChinaWarFactory Command = DOZER_CONSTRUCT Object = ChinaWarFactory TextLabel = CONTROLBAR:ConstructChinaWarFactory ButtonImage = SNWarFact ButtonBorderType = BUILD ; Identifier for the User as to what kind of button this is DescriptLabel = CONTROLBAR:ToolTipChinaBuildWarFactory End CommandButton Command_ConstructChinaBunker Command = DOZER_CONSTRUCT Object = ChinaBunker TextLabel = CONTROLBAR:ConstructChinaBunker ButtonImage = SNBunker ButtonBorderType = BUILD ; Identifier for the User as to what kind of button this is DescriptLabel = CONTROLBAR:ToolTipChinaBuildBunker End CommandButton Command_ConstructChinaPropagandaCenter Command = DOZER_CONSTRUCT Object = ChinaPropagandaCenter TextLabel = CONTROLBAR:ConstructChinaPropagandaCenter ButtonImage = SNPropCentr ButtonBorderType = BUILD ; Identifier for the User as to what kind of button this is DescriptLabel = CONTROLBAR:ToolTipChinaBuildPropagandaCenter End CommandButton Command_ConstructChinaAirfield Command = DOZER_CONSTRUCT Object = ChinaAirfield TextLabel = CONTROLBAR:ConstructChinaAirfield ButtonImage = SNAirfield ButtonBorderType = BUILD ; Identifier for the User as to what kind of button this is DescriptLabel = CONTROLBAR:ToolTipChinaBuildAirField End CommandButton Command_UpgradeChinaTacticalNukeMig Command = PLAYER_UPGRADE Upgrade = Upgrade_ChinaTacticalNukeMig TextLabel = CONTROLBAR:UpgradeChinaTacticalNukeMig ButtonImage = SSMigNuke ButtonBorderType = UPGRADE ; Identifier for the User as to what kind of button this is DescriptLabel = CONTROLBAR:TooltipUpgradeChinaTacticalNukeMig End CommandButton Command_ConstructChinaGattlingCannon Command = DOZER_CONSTRUCT Object = ChinaGattlingCannon TextLabel = CONTROLBAR:ConstructChinaGattlingCannon ButtonImage = SNGatTower ButtonBorderType = BUILD ; Identifier for the User as to what kind of button this is DescriptLabel = CONTROLBAR:ToolTipChinaBuildGattlingCannon End CommandButton Command_ConstructChinaNuclearMissileLauncher Command = DOZER_CONSTRUCT Object = ChinaNuclearMissileLauncher TextLabel = CONTROLBAR:ConstructChinaNuclearMissileLauncher ButtonImage = SNNukeMisl ButtonBorderType = BUILD ; Identifier for the User as to what kind of button this is DescriptLabel = CONTROLBAR:ToolTipChinaBuildNuclearMissileLauncher End CommandButton Command_ConstructChinaSpeakerTower Command = DOZER_CONSTRUCT Object = ChinaSpeakerTower TextLabel = CONTROLBAR:ConstructChinaSpeakerTower ButtonImage = SNPropSpeaker ButtonBorderType = BUILD ; Identifier for the User as to what kind of button this is DescriptLabel = CONTROLBAR:ToolTipChinaBuildSpeakerTower End CommandButton Command_ConstructGLATunnelNetwork Command = DOZER_CONSTRUCT Object = GLATunnelNetwork TextLabel = CONTROLBAR:ConstructGLATunnelNetwork ButtonImage = SUTunnel ButtonBorderType = BUILD ; Identifier for the User as to what kind of button this is DescriptLabel = CONTROLBAR:ToolTipGLABuildTunnelNetwork End CommandButton Command_ConstructGLAPalace Command = DOZER_CONSTRUCT Object = GLAPalace TextLabel = CONTROLBAR:ConstructGLAPalace ButtonImage = SUPalace ButtonBorderType = BUILD ; Identifier for the User as to what kind of button this is DescriptLabel = CONTROLBAR:ToolTipGLABuildPalace End CommandButton Command_ConstructGLABlackMarket Command = DOZER_CONSTRUCT Object = GLABlackMarket TextLabel = CONTROLBAR:ConstructGLABlackMarket ButtonImage = SUBlackMarket ButtonBorderType = BUILD ; Identifier for the User as to what kind of button this is DescriptLabel = CONTROLBAR:ToolTipGLABuildBlackMarket End CommandButton Command_ConstructFakeGLABlackMarket Command = DOZER_CONSTRUCT Object = FakeGLABlackMarket TextLabel = CONTROLBAR:ConstructFakeGLABlackMarket ButtonImage = SUBlckMarket_F ButtonBorderType = BUILD ; Identifier for the User as to what kind of button this is DescriptLabel = CONTROLBAR:ToolTipFakeGLABuilding End CommandButton Command_ConstructGLAStingerSite Command = DOZER_CONSTRUCT Object = GLAStingerSite TextLabel = CONTROLBAR:ConstructGLAStingerSite ButtonImage = SUStinger ButtonBorderType = BUILD ; Identifier for the User as to what kind of button this is DescriptLabel = CONTROLBAR:ToolTipGLABuildStingerSite End CommandButton Command_ConstructGLAScudStorm Command = DOZER_CONSTRUCT Object = GLAScudStorm TextLabel = CONTROLBAR:ConstructGLAScudStorm ButtonImage = SUScudStorm ButtonBorderType = BUILD ; Identifier for the User as to what kind of button this is DescriptLabel = CONTROLBAR:ToolTipGLABuildScudStorm End ; Unit Construction commands ---------------------------------------------------------------------- CommandButton Command_CancelUnitCreate Command = CANCEL_UNIT_BUILD ;Other images purposely left out of this one cause they are done in code End CommandButton Command_ConstructAmericaInfantryRanger Command = UNIT_BUILD Object = AmericaInfantryRanger TextLabel = CONTROLBAR:ConstructAmericaInfantryRanger ButtonImage = SARanger ButtonBorderType = BUILD ; Identifier for the User as to what kind of button this is DescriptLabel = CONTROLBAR:ToolTipUSABuildRanger End CommandButton Command_ConstructAmericaDozer Command = UNIT_BUILD Object = AmericaVehicleDozer TextLabel = CONTROLBAR:ConstructAmericaDozer ButtonImage = SACDozer ButtonBorderType = BUILD ; Identifier for the User as to what kind of button this is DescriptLabel = CONTROLBAR:ToolTipUSABuildDozer End CommandButton Command_ConstructGLAWorker Command = UNIT_BUILD Object = GLAInfantryWorker TextLabel = CONTROLBAR:ConstructGLAWorker ButtonImage = SUWorker ButtonBorderType = BUILD ; Identifier for the User as to what kind of button this is DescriptLabel = CONTROLBAR:ToolTipGLABuildWorker End CommandButton Command_ConstructChinaDozer Command = UNIT_BUILD Object = ChinaVehicleDozer TextLabel = CONTROLBAR:ConstructChinaDozer ButtonImage = SNDozer ButtonBorderType = BUILD ; Identifier for the User as to what kind of button this is DescriptLabel = CONTROLBAR:ToolTipChinaBuildDozer End CommandButton Command_ConstructGLATankScorpion Command = UNIT_BUILD Object = GLATankScorpion TextLabel = CONTROLBAR:ConstructGLATankScorpion ButtonImage = SUScorpion ButtonBorderType = BUILD ; Identifier for the User as to what kind of button this is DescriptLabel = CONTROLBAR:ToolTipGLABuildScorpion End CommandButton Command_ConstructGLAVehicleRocketBuggy Command = UNIT_BUILD Object = GLAVehicleRocketBuggy TextLabel = CONTROLBAR:ConstructGLAVehicleRocketBuggy ButtonImage = SURocketBuggy ButtonBorderType = BUILD ; Identifier for the User as to what kind of button this is DescriptLabel = CONTROLBAR:ToolTipGLABuildRocketBuggy End CommandButton Command_ConstructGLAVehicleCombatBike Command = UNIT_BUILD Object = GLAVehicleCombatBike TextLabel = CONTROLBAR:ConstructGLAVehicleCombatBike ButtonImage = SUComBike ButtonBorderType = BUILD ; Identifier for the User as to what kind of button this is DescriptLabel = CONTROLBAR:ToolTipGLABuildCombatBike End CommandButton Command_ConstructGLAVehicleCombatBikeRocket Command = UNIT_BUILD Options = SCRIPT_ONLY Object = GLAVehicleCombatBikeRocket TextLabel = CONTROLBAR:ConstructGLAVehicleCombatBike ButtonImage = SUComBike ButtonBorderType = BUILD ; Identifier for the User as to what kind of button this is DescriptLabel = CONTROLBAR:ToolTipGLABuildCombatBike End CommandButton Command_ConstructGLAVehicleCombatBikeTerrorist Command = UNIT_BUILD Options = SCRIPT_ONLY Object = GLAVehicleCombatBikeTerrorist TextLabel = CONTROLBAR:ConstructGLAVehicleCombatBike ButtonImage = SUComBike ButtonBorderType = BUILD ; Identifier for the User as to what kind of button this is DescriptLabel = CONTROLBAR:ToolTipGLABuildCombatBike End CommandButton Command_ConstructGLAVehicleRadarVan Command = UNIT_BUILD Object = GLAVehicleRadarVan TextLabel = CONTROLBAR:ConstructGLAVehicleRadarVan ButtonImage = SURadarVan ButtonBorderType = BUILD ; Identifier for the User as to what kind of button this is DescriptLabel = CONTROLBAR:ToolTipGLABuildRadarVan End CommandButton Command_ConstructChinaTankOverlord Command = UNIT_BUILD Object = ChinaTankOverlord TextLabel = CONTROLBAR:ConstructChinaTankOverlord ButtonImage = SNOverlord ButtonBorderType = BUILD ; Identifier for the User as to what kind of button this is DescriptLabel = CONTROLBAR:ToolTipChinaBuildOverlord End CommandButton Command_ConstructChinaTankGattling Command = UNIT_BUILD Object = ChinaTankGattling TextLabel = CONTROLBAR:ConstructChinaTankGattling ButtonImage = SNGatlingTank ButtonBorderType = BUILD ; Identifier for the User as to what kind of button this is DescriptLabel = CONTROLBAR:ToolTipChinaBuildGattlingTank End CommandButton Command_ConstructGLAInfantryRebel Command = UNIT_BUILD Object = GLAInfantryRebel TextLabel = CONTROLBAR:ConstructGLAInfantryRebel ButtonImage = SURebel ButtonBorderType = BUILD ; Identifier for the User as to what kind of button this is DescriptLabel = CONTROLBAR:ToolTipGLABuildRebel End CommandButton Command_ConstructGLAInfantrySaboteur Command = UNIT_BUILD Object = GLAInfantrySaboteur TextLabel = CONTROLBAR:ConstructGLAInfantrySaboteur ButtonImage = SUSaboteur ButtonBorderType = BUILD ; Identifier for the User as to what kind of button this is DescriptLabel = CONTROLBAR:ToolTipGLABuildSaboteur End CommandButton Command_ConstructChinaInfantryRedguard Command = UNIT_BUILD Object = ChinaInfantryRedguard TextLabel = CONTROLBAR:ConstructChinaInfantryRedguard ButtonImage = SNRedGuard ButtonBorderType = BUILD ; Identifier for the User as to what kind of button this is DescriptLabel = CONTROLBAR:ToolTipChinaBuildRedguard End CommandButton Command_ConstructChinaInfantryHacker Command = UNIT_BUILD Object = ChinaInfantryHacker TextLabel = CONTROLBAR:ConstructChinaInfantryHacker ButtonImage = SNHacker2 ButtonBorderType = BUILD ; Identifier for the User as to what kind of button this is DescriptLabel = CONTROLBAR:ToolTipChinaBuildHacker End CommandButton Command_ConstructAmericaVehicleChinook Command = UNIT_BUILD Object = AmericaVehicleChinook TextLabel = CONTROLBAR:ConstructAmericaVehicleChinook ButtonImage = SAChinook ButtonBorderType = BUILD ; Identifier for the User as to what kind of button this is DescriptLabel = CONTROLBAR:ToolTipUSABUildChinook End CommandButton Command_ConstructChinaVehicleSupplyTruck Command = UNIT_BUILD Object = ChinaVehicleSupplyTruck TextLabel = CONTROLBAR:ConstructChinaVehicleSupplyTruck ButtonImage = SNSupplyTruck ButtonBorderType = BUILD ; Identifier for the User as to what kind of button this is DescriptLabel = CONTROLBAR:ToolTipChinaBuildSupplyTruck End CommandButton Command_ConstructAmericaTankCrusader Command = UNIT_BUILD Object = AmericaTankCrusader TextLabel = CONTROLBAR:ConstructAmericaTankCrusader ButtonImage = SACLeopard ButtonBorderType = BUILD ; Identifier for the User as to what kind of button this is DescriptLabel = CONTROLBAR:ToolTipUSABuildCrusader End CommandButton Command_ConstructAmericaVehiclePaladin Command = UNIT_BUILD Object = AmericaTankPaladin TextLabel = CONTROLBAR:ConstructAmericaTankPaladin ButtonImage = SAPaladin ButtonBorderType = BUILD ; Identifier for the User as to what kind of button this is DescriptLabel = CONTROLBAR:ToolTipUSABuildPaladin End CommandButton Command_ConstructAmericaVehicleAvenger Command = UNIT_BUILD Object = AmericaTankAvenger TextLabel = CONTROLBAR:ConstructAmericaTankAvenger ButtonImage = SAAvnger ButtonBorderType = BUILD ; Identifier for the User as to what kind of button this is DescriptLabel = CONTROLBAR:ToolTipUSABuildAvenger End CommandButton Command_ConstructAmericaVehicleMicrowave Command = UNIT_BUILD Object = AmericaTankMicrowave TextLabel = CONTROLBAR:ConstructAmericaTankMicrowave ButtonImage = SAThunderBolt ButtonBorderType = BUILD ; Identifier for the User as to what kind of button this is DescriptLabel = CONTROLBAR:ToolTipUSABuildMicrowave End CommandButton Command_HiddenConstructAmericaJetAircraftCarrierRaptor Command = UNIT_BUILD Options = SCRIPT_ONLY Object = AmericaJetAircraftCarrierRaptor End CommandButton Command_ConstructAmericaJetRaptor Command = UNIT_BUILD Object = AmericaJetRaptor TextLabel = CONTROLBAR:ConstructAmericaJetRaptor ButtonImage = SACRaptor ButtonBorderType = BUILD ; Identifier for the User as to what kind of button this is DescriptLabel = CONTROLBAR:ToolTipUSABuildRaptor End CommandButton Command_ConstructAmericaJetAurora Command = UNIT_BUILD Object = AmericaJetAurora TextLabel = CONTROLBAR:ConstructAmericaJetAurora ButtonImage = SAAurora ButtonBorderType = BUILD ; Identifier for the User as to what kind of button this is DescriptLabel = CONTROLBAR:ToolTipUSABuildAurora End CommandButton Command_ConstructAmericaJetStealthFighter Command = UNIT_BUILD Object = AmericaJetStealthFighter TextLabel = CONTROLBAR:ConstructAmericaJetStealthFighter ButtonImage = SAStealth ButtonBorderType = BUILD ; Identifier for the User as to what kind of button this is DescriptLabel = CONTROLBAR:ToolTipUSABuildStealthFighter End CommandButton Command_ConstructAmericaVehicleComanche Command = UNIT_BUILD Object = AmericaVehicleComanche TextLabel = CONTROLBAR:ConstructAmericaVehicleComanche ButtonImage = SACCommanche ButtonBorderType = BUILD ; Identifier for the User as to what kind of button this is DescriptLabel = CONTROLBAR:ToolTipUSABuildComanche End CommandButton Command_ConstructAmericaInfantryMissileDefender Command = UNIT_BUILD Object = AmericaInfantryMissileDefender TextLabel = CONTROLBAR:ConstructAmericaInfantryMissileDefender ButtonImage = SAMissleDefender ButtonBorderType = BUILD ; Identifier for the User as to what kind of button this is DescriptLabel = CONTROLBAR:ToolTipUSABuildMissileDefender End CommandButton Command_ConstructAmericaInfantryPathfinder Command = UNIT_BUILD Object = AmericaInfantryPathfinder TextLabel = CONTROLBAR:ConstructAmericaInfantryPathfinder ButtonImage = SAPathfinder1 ButtonBorderType = BUILD ; Identifier for the User as to what kind of button this is DescriptLabel = CONTROLBAR:ToolTipUSABuildPathFinder End CommandButton Command_ConstructAmericaInfantryColonelBurton Command = UNIT_BUILD Object = AmericaInfantryColonelBurton TextLabel = CONTROLBAR:ConstructAmericaInfantryColonelBurton ButtonImage = SABurton ButtonBorderType = BUILD ; Identifier for the User as to what kind of button this is DescriptLabel = CONTROLBAR:ToolTipUSABuildColonelBurton End ;Not actually built in-game. CommandButton Command_ConstructAmericaInfantryBiohazardTech Command = UNIT_BUILD Object = AmericaInfantryBiohazardTech TextLabel = CONTROLBAR:ConstructAmericaInfantryBiohazardTech ButtonBorderType = BUILD ; Identifier for the User as to what kind of button this is DescriptLabel = CONTROLBAR:TempDescription End CommandButton Command_ConstructAmericaVehicleTomahawk Command = UNIT_BUILD Object = AmericaVehicleTomahawk TextLabel = CONTROLBAR:ConstructAmericaVehicleTomahawk ButtonImage = SACTomahawk ButtonBorderType = BUILD ; Identifier for the User as to what kind of button this is DescriptLabel = CONTROLBAR:ToolTipUSABuildTomahawk End CommandButton Command_ConstructAmericaVehicleHumvee Command = UNIT_BUILD Object = AmericaVehicleHumvee TextLabel = CONTROLBAR:ConstructAmericaVehicleHumvee ButtonImage = SAHummer ButtonBorderType = BUILD ; Identifier for the User as to what kind of button this is DescriptLabel = CONTROLBAR:ToolTipUSABuildHumvee End CommandButton Command_ConstructAmericaVehicleSentryDrone Command = UNIT_BUILD Object = AmericaVehicleSentryDrone TextLabel = CONTROLBAR:ConstructAmericaVehicleSentryDrone ButtonImage = SAsentry ButtonBorderType = BUILD ; Identifier for the User as to what kind of button this is DescriptLabel = CONTROLBAR:ToolTipUSABuildSentryDrone End CommandButton Command_ConstructAmericaVehicleMedic Command = UNIT_BUILD Object = AmericaVehicleMedic TextLabel = CONTROLBAR:ConstructAmericaVehicleMedic ButtonImage = SAAmbulance ButtonBorderType = BUILD ; Identifier for the User as to what kind of button this is DescriptLabel = CONTROLBAR:ToolTipUSABuildMedic End CommandButton Command_ConstructAmericaVehicleScoutDrone Command = OBJECT_UPGRADE Upgrade = Upgrade_AmericaScoutDrone Options = OK_FOR_MULTI_SELECT NOT_QUEUEABLE TextLabel = CONTROLBAR:ConstructAmericaVehicleScoutDrone ButtonImage = SAScout ButtonBorderType = BUILD ; Identifier for the User as to what kind of button this is DescriptLabel = CONTROLBAR:ToolTipUSABuildScoutDrone End CommandButton Command_ConstructAmericaVehicleBattleDrone Command = OBJECT_UPGRADE Upgrade = Upgrade_AmericaBattleDrone Options = OK_FOR_MULTI_SELECT NOT_QUEUEABLE TextLabel = CONTROLBAR:ConstructAmericaVehicleBattleDrone ButtonImage = SABattleDrone ButtonBorderType = BUILD ; Identifier for the User as to what kind of button this is DescriptLabel = CONTROLBAR:ToolTipUSABuildBattleDrone End CommandButton Command_ConstructAmericaVehicleHellfireDrone Command = OBJECT_UPGRADE Upgrade = Upgrade_AmericaHellfireDrone Options = OK_FOR_MULTI_SELECT NOT_QUEUEABLE TextLabel = CONTROLBAR:ConstructAmericaVehicleHellfireDrone ButtonImage = SAHellfire ButtonBorderType = BUILD ; Identifier for the User as to what kind of button this is DescriptLabel = CONTROLBAR:ToolTipUSABuildHellfireDrone End CommandButton Command_ConstructChinaVehicleHelix Command = UNIT_BUILD Object = ChinaVehicleHelix TextLabel = CONTROLBAR:ConstructChinaVehicleHelix ButtonImage = SNHelix ButtonBorderType = BUILD ; Identifier for the User as to what kind of button this is DescriptLabel = CONTROLBAR:ToolTipChinaBuildHelix End CommandButton Command_UpgradeChinaHelixGattlingCannon Command = OBJECT_UPGRADE Upgrade = Upgrade_ChinaHelixGattlingCannon Options = OK_FOR_MULTI_SELECT NOT_QUEUEABLE TextLabel = CONTROLBAR:UpgradeChinaHelixGattlingCannon ButtonImage = SNHelixUp01 ButtonBorderType = UPGRADE ; Identifier for the User as to what kind of button this is DescriptLabel = CONTROLBAR:TooltipUpgradeChinaHelixGattlingCannon UnitSpecificSound = HelixVoiceModeGattling End CommandButton Command_UpgradeChinaHelixPropagandaTower Command = OBJECT_UPGRADE Upgrade = Upgrade_ChinaHelixPropagandaTower Options = OK_FOR_MULTI_SELECT NOT_QUEUEABLE TextLabel = CONTROLBAR:UpgradeChinaHelixPropagandaTower ButtonImage = SNHelixUp02 ButtonBorderType = UPGRADE ; Identifier for the User as to what kind of button this is DescriptLabel = CONTROLBAR:TooltipUpgradeChinaHelixPropagandaTower UnitSpecificSound = HelixVoiceModeSpeakerTower End CommandButton Command_UpgradeChinaHelixBattleBunker Command = OBJECT_UPGRADE Upgrade = Upgrade_ChinaHelixBattleBunker Options = OK_FOR_MULTI_SELECT NOT_QUEUEABLE TextLabel = CONTROLBAR:UpgradeChinaHelixBattleBunker ButtonImage = SNHelixUp03 ButtonBorderType = UPGRADE ; Identifier for the User as to what kind of button this is DescriptLabel = CONTROLBAR:TooltipUpgradeChinaHelixBattleBunker UnitSpecificSound = HelixVoiceModeBunker End CommandButton Command_UpgradeChinaHelixNapalmBomb Command = OBJECT_UPGRADE Upgrade = Upgrade_HelixNapalmBomb TextLabel = CONTROLBAR:UpgradeHelixNapalmBomb Options = OK_FOR_MULTI_SELECT ButtonImage = SNHelixUp04 ButtonBorderType = UPGRADE ; Identifier for the User as to what kind of button this is DescriptLabel = CONTROLBAR:ChinaUpgradeHelixNapalmBomb UnitSpecificSound = HelixVoiceModeNapalmBomb End CommandButton Command_ChinaHelixDropNapalmBomb Command = SPECIAL_POWER SpecialPower = SpecialAbilityHelixNapalmBomb Options = NEED_SPECIAL_POWER_SCIENCE OK_FOR_MULTI_SELECT NEED_TARGET_POS CONTEXTMODE_COMMAND TextLabel = CONTROLBAR:DropNapalmBomb ButtonImage = SNHelixUp04 ButtonBorderType = ACTION ; Identifier for the User as to what kind of button this is DescriptLabel = CONTROLBAR:ToolTipDropNapalmBomb RadiusCursorType = HELIX_NAPALM_BOMB InvalidCursorName = GenericInvalid UnitSpecificSound = NoSound End CommandButton Command_ConstructChinaJetMIG Command = UNIT_BUILD Object = ChinaJetMIG TextLabel = CONTROLBAR:ConstructChinaJetMIG ButtonImage = SNMig ButtonBorderType = BUILD ; Identifier for the User as to what kind of button this is DescriptLabel = CONTROLBAR:ToolTipChinaBuildMIG End CommandButton Command_ConstructChinaInfantryBlackLotus Command = UNIT_BUILD Object = ChinaInfantryBlackLotus TextLabel = CONTROLBAR:ConstructChinaInfantryBlackLotus ButtonImage = SNBLKLotus2 ButtonBorderType = BUILD ; Identifier for the User as to what kind of button this i DescriptLabel = CONTROLBAR:ToolTipChinaBuildBlackLotus End CommandButton Command_ConstructChinaInfantryTankHunter Command = UNIT_BUILD Object = ChinaInfantryTankHunter TextLabel = CONTROLBAR:ConstructChinaInfantryTankHunter ButtonImage = SNTankHunter ButtonBorderType = BUILD ; Identifier for the User as to what kind of button this is DescriptLabel = CONTROLBAR:ToolTipChinaBuildTankHunter End CommandButton Command_ConstructChinaVehicleInfernoCannon Command = UNIT_BUILD Object = ChinaVehicleInfernoCannon TextLabel = CONTROLBAR:ConstructChinaVehicleInfernoCannon ButtonImage = SNInferno ButtonBorderType = BUILD ; Identifier for the User as to what kind of button this is DescriptLabel = CONTROLBAR:ToolTipChinaBuildInfernoCannon End CommandButton Command_ConstructChinaVehicleNukeLauncher Command = UNIT_BUILD Object = ChinaVehicleNukeLauncher TextLabel = CONTROLBAR:ConstructChinaVehicleNukeLauncher ButtonImage = SNNukeCannon ButtonBorderType = BUILD ; Identifier for the User as to what kind of button this is DescriptLabel = CONTROLBAR:ToolTipChinaBuildNukeLauncher End CommandButton Command_ConstructChinaVehicleTroopCrawler Command = UNIT_BUILD Object = ChinaVehicleTroopCrawler TextLabel = CONTROLBAR:ConstructChinaVehicleTroopCrawler ButtonImage = SNTransport ButtonBorderType = BUILD ; Identifier for the User as to what kind of button this is DescriptLabel = CONTROLBAR:ToolTipChinaBuildTroopCrawler End CommandButton Command_ConstructChinaVehicleListeningOutpost Command = UNIT_BUILD Object = ChinaVehicleListeningOutpost TextLabel = CONTROLBAR:ConstructChinaVehicleListeningOutpost ButtonImage = NVLOutpost ButtonBorderType = BUILD ; Identifier for the User as to what kind of button this is DescriptLabel = CONTROLBAR:ToolTipChinaBuildListeningOutpost End CommandButton Command_ConstructChinaTankDragon Command = UNIT_BUILD Object = ChinaTankDragon TextLabel = CONTROLBAR:ConstructChinaTankDragon ButtonImage = SNDragonTank ButtonBorderType = BUILD ; Identifier for the User as to what kind of button this is DescriptLabel = CONTROLBAR:ToolTipChinaBuildDragonTank End CommandButton Command_ConstructGLAInfantryTerrorist Command = UNIT_BUILD Object = GLAInfantryTerrorist TextLabel = CONTROLBAR:ConstructGLAInfantryTerrorist ButtonImage = SUTerrorist ButtonBorderType = BUILD ; Identifier for the User as to what kind of button this is DescriptLabel = CONTROLBAR:ToolTipGLABuildTerrorist End CommandButton Command_ConstructGLAInfantryRPGTrooper Command = UNIT_BUILD Object = GLAInfantryTunnelDefender TextLabel = CONTROLBAR:ConstructGLAInfantryRPGTrooper ButtonImage = SURPG ButtonBorderType = BUILD ; Identifier for the User as to what kind of button this is DescriptLabel = CONTROLBAR:ToolTipGLABuildRPGTrooper End CommandButton Command_ConstructGLAInfantryAngryMob Command = UNIT_BUILD Object = GLAInfantryAngryMobNexus TextLabel = CONTROLBAR:ConstructGLAInfantryAngryMob ButtonImage = SUAngryMob ButtonBorderType = BUILD ; Identifier for the User as to what kind of button this is DescriptLabel = CONTROLBAR:ToolTipGLABuildAngryMob End CommandButton Command_ConstructGLAInfantryHijacker Command = UNIT_BUILD Object = GLAInfantryHijacker TextLabel = CONTROLBAR:ConstructGLAInfantryHijacker ButtonImage = SUHijacker ButtonBorderType = BUILD ; Identifier for the User as to what kind of button this is DescriptLabel = CONTROLBAR:ToolTipGLABuildHijacker End CommandButton Command_ConstructGLAInfantryJarmenKell Command = UNIT_BUILD Object = GLAInfantryJarmenKell TextLabel = CONTROLBAR:ConstructGLAInfantryJarmenKell ButtonImage = SUJermanKell1 ;NOTE: Asset spelling mistake ButtonBorderType = BUILD ; Identifier for the User as to what kind of button this is DescriptLabel = CONTROLBAR:ToolTipGLABuildJarmenKell End CommandButton Command_ConstructGLAVehicleToxinTruck Command = UNIT_BUILD Object = GLAVehicleToxinTruck TextLabel = CONTROLBAR:ConstructGLAVehicleToxinTruck ButtonImage = SUToxinTractor ButtonBorderType = BUILD ; Identifier for the User as to what kind of button this is DescriptLabel = CONTROLBAR:ToolTipGLABuildToxinTruck End CommandButton Command_ConstructChinaTankBattleMaster Command = UNIT_BUILD Object = ChinaTankBattleMaster TextLabel = CONTROLBAR:ConstructGLATankBattleMaster ButtonImage = SNBattlemaster ButtonBorderType = BUILD ; Identifier for the User as to what kind of button this is DescriptLabel = CONTROLBAR:ToolTipChinaBuildBattlemaster End CommandButton Command_ConstructChinaTankECM Command = UNIT_BUILD Object = ChinaTankECM TextLabel = CONTROLBAR:ConstructChinaTankECM ButtonImage = SNbanshee ButtonBorderType = BUILD ; Identifier for the User as to what kind of button this is DescriptLabel = CONTROLBAR:ToolTipChinaBuildECM End CommandButton Command_ConstructGLATankMarauder Command = UNIT_BUILD Object = GLATankMarauder TextLabel = CONTROLBAR:ConstructGLATankMarauder ButtonImage = SUMarauder ButtonBorderType = BUILD ; Identifier for the User as to what kind of button this is DescriptLabel = CONTROLBAR:ToolTipGLABuildMarauder End CommandButton Command_ConstructGLAVehicleTechnical Command = UNIT_BUILD Object = GLAVehicleTechnical TextLabel = CONTROLBAR:ConstructGLAVehicleTechnical ButtonImage = SUTechnical ButtonBorderType = BUILD ; Identifier for the User as to what kind of button this is DescriptLabel = CONTROLBAR:ToolTipGLABuildTechnical End CommandButton Command_ConstructGLAVehicleQuadCannon Command = UNIT_BUILD Object = GLAVehicleQuadCannon TextLabel = CONTROLBAR:ConstructGLAVehicleQuadCannon ButtonImage = SUQuadCannon ButtonBorderType = BUILD ; Identifier for the User as to what kind of button this is DescriptLabel = CONTROLBAR:ToolTipGLABuildQuadCannon End CommandButton Command_ConstructGLAVehicleBombTruck Command = UNIT_BUILD Object = GLAVehicleBombTruck TextLabel = CONTROLBAR:ConstructGLAVehicleBombTruck ButtonImage = SUBombTruck ButtonBorderType = BUILD ; Identifier for the User as to what kind of button this is DescriptLabel = CONTROLBAR:ToolTipGLABuildBombTruck End CommandButton Command_ConstructGLAVehicleBattleBus Command = UNIT_BUILD Object = GLAVehicleBattleBus TextLabel = CONTROLBAR:ConstructGLAVehicleBattleBus ButtonImage = SUbattlebus ButtonBorderType = BUILD ; Identifier for the User as to what kind of button this is DescriptLabel = CONTROLBAR:ToolTipGLABuildBattleBus End CommandButton Command_ConstructGLAVehicleScudLauncher Command = UNIT_BUILD Object = GLAVehicleScudLauncher TextLabel = CONTROLBAR:ConstructGLAVehicleScudLauncher ButtonImage = SUScudLauncher ButtonBorderType = BUILD ; Identifier for the User as to what kind of button this is DescriptLabel = CONTROLBAR:ToolTipGLABuildSCUDLauncher End ;; ;Sciences ;; CommandButton Command_PurchaseSciencePaladinTank Command = PURCHASE_SCIENCE Science = SCIENCE_PaladinTank Object = AmericaTankPaladin ButtonImage = SAPaladin ButtonBorderType = UPGRADE ; Identifier for the User as to what kind of button this is End CommandButton Command_PurchaseSciencePathfinder Command = PURCHASE_SCIENCE Science = SCIENCE_Pathfinder Object = AmericaInfantryPathfinder ButtonImage = SAPathfinder1 ButtonBorderType = UPGRADE ; Identifier for the User as to what kind of button this is End CommandButton Command_PurchaseScienceStealthFighter Command = PURCHASE_SCIENCE Science = SCIENCE_StealthFighter Object = AmericaJetStealthFighter ButtonImage = SAStealth ButtonBorderType = UPGRADE ; Identifier for the User as to what kind of button this is End CommandButton Command_PurchaseScienceSpyDrone Command = PURCHASE_SCIENCE Science = SCIENCE_SpyDrone ButtonImage = SAScout ButtonBorderType = UPGRADE ; Identifier for the User as to what kind of button this is End CommandButton Command_PurchaseScienceParadrop1 Command = PURCHASE_SCIENCE Science = SCIENCE_Paradrop1 ButtonImage = SACParatroopers ButtonBorderType = UPGRADE ; Identifier for the User as to what kind of button this is End CommandButton Command_PurchaseScienceParadrop2 Command = PURCHASE_SCIENCE Science = SCIENCE_Paradrop2 ButtonImage = SACParatroopers2 ButtonBorderType = UPGRADE ; Identifier for the User as to what kind of button this is End CommandButton Command_PurchaseScienceParadrop3 Command = PURCHASE_SCIENCE Science = SCIENCE_Paradrop3 ButtonImage = SACParatroopers3 ButtonBorderType = UPGRADE ; Identifier for the User as to what kind of button this is End CommandButton Command_PurchaseScienceA10ThunderboltMissileStrike1 Command = PURCHASE_SCIENCE Science = SCIENCE_A10ThunderboltMissileStrike1 ButtonImage = SSA10Attack ButtonBorderType = UPGRADE ; Identifier for the User as to what kind of button this is End CommandButton Command_PurchaseScienceA10ThunderboltMissileStrike2 Command = PURCHASE_SCIENCE Science = SCIENCE_A10ThunderboltMissileStrike2 ButtonImage = SSA10Attack2 ButtonBorderType = UPGRADE ; Identifier for the User as to what kind of button this is End CommandButton Command_PurchaseScienceA10ThunderboltMissileStrike3 Command = PURCHASE_SCIENCE Science = SCIENCE_A10ThunderboltMissileStrike3 ButtonImage = SAWarthog ButtonBorderType = UPGRADE ; Identifier for the User as to what kind of button this is End CommandButton Command_PurchaseScienceDaisyCutter Command = PURCHASE_SCIENCE Science = SCIENCE_DaisyCutter ButtonImage = SACDaisyCutter ButtonBorderType = UPGRADE ; Identifier for the User as to what kind of button this is TextLabel = CONTROLBAR:DaisyCutter ;Used for controlbar button (with hotkey) ConflictingLabel = OBJECT:DaisyCutterBomb ;Used for shortcut button (no hotkey) DescriptLabel = CONTROLBAR:TooltipDaisyCutter End CommandButton Command_PurchaseScienceLeafletDrop Command = PURCHASE_SCIENCE Science = SCIENCE_LeafletDrop ButtonImage = SALeaflet ButtonBorderType = UPGRADE ; Identifier for the User as to what kind of button this is End CommandButton Early_Command_PurchaseScienceLeafletDrop Command = PURCHASE_SCIENCE Science = Early_SCIENCE_LeafletDrop ButtonImage = SALeaflet ButtonBorderType = UPGRADE ; Identifier for the User as to what kind of button this is End CommandButton Command_PurchaseScienceSpectreGunship Command = PURCHASE_SCIENCE Science = SCIENCE_SpectreGunshipSolo ButtonImage = SASpGunship ; awaiting Samm's new cameo textures ButtonBorderType = UPGRADE ; Identifier for the User as to what kind of button this is End ;Special 3 level version! CommandButton Command_PurchaseScienceSpectreGunship1 Command = PURCHASE_SCIENCE Science = SCIENCE_SpectreGunship1 ButtonImage = SASpGunship ButtonBorderType = UPGRADE ; Identifier for the User as to what kind of button this is End CommandButton Command_PurchaseScienceSpectreGunship2 Command = PURCHASE_SCIENCE Science = SCIENCE_SpectreGunship2 ButtonImage = SASpGunship2 ButtonBorderType = UPGRADE ; Identifier for the User as to what kind of button this is End CommandButton Command_PurchaseScienceSpectreGunship3 Command = PURCHASE_SCIENCE Science = SCIENCE_SpectreGunship3 ButtonImage = SASpGunship3 ButtonBorderType = UPGRADE ; Identifier for the User as to what kind of button this is End ; begin Chinese PurchaseScience buttons CommandButton Command_PurchaseScienceNukeLauncher Command = PURCHASE_SCIENCE Science = SCIENCE_NukeLauncher ButtonImage = SNNukeCannon ButtonBorderType = UPGRADE ; Identifier for the User as to what kind of button this is End CommandButton Command_PurchaseScienceRedGuardTraining Command = PURCHASE_SCIENCE Science = SCIENCE_RedGuardTraining ButtonImage = SSHordeTraining ButtonBorderType = UPGRADE ; Identifier for the User as to what kind of button this is End CommandButton Command_PurchaseScienceBattlemasterTraining Command = PURCHASE_SCIENCE Science = SCIENCE_BattlemasterTraining ButtonImage = SNBattleTrain ButtonBorderType = UPGRADE ; Identifier for the User as to what kind of button this is End CommandButton Command_PurchaseScienceClusterMines Command = PURCHASE_SCIENCE Science = SCIENCE_ClusterMines ButtonImage = SSClusterMines ButtonBorderType = UPGRADE ; Identifier for the User as to what kind of button this is End CommandButton Command_PurchaseScienceArtilleryTraining Command = PURCHASE_SCIENCE Science = SCIENCE_ArtilleryTraining ButtonImage = SSArtilleryTraining ButtonBorderType = UPGRADE ; Identifier for the User as to what kind of button this is End CommandButton Command_PurchaseScienceArtilleryBarrage1 Command = PURCHASE_SCIENCE Science = SCIENCE_ArtilleryBarrage1 ButtonImage = SSBarrage ButtonBorderType = UPGRADE ; Identifier for the User as to what kind of button this is End CommandButton Command_PurchaseScienceArtilleryBarrage2 Command = PURCHASE_SCIENCE Science = SCIENCE_ArtilleryBarrage2 ButtonImage = SSBarrage2 ButtonBorderType = UPGRADE ; Identifier for the User as to what kind of button this is End CommandButton Command_PurchaseScienceArtilleryBarrage3 Command = PURCHASE_SCIENCE Science = SCIENCE_ArtilleryBarrage3 ButtonImage = SSBarrage3 ButtonBorderType = UPGRADE ; Identifier for the User as to what kind of button this is End CommandButton Command_PurchaseScienceFrenzy1 Command = PURCHASE_SCIENCE Science = SCIENCE_Frenzy1 ButtonImage = SNFrenzy01 ButtonBorderType = UPGRADE ; Identifier for the User as to what kind of button this is End CommandButton Command_PurchaseScienceFrenzy2 Command = PURCHASE_SCIENCE Science = SCIENCE_Frenzy2 ButtonImage = SNFrenzy02 ButtonBorderType = UPGRADE ; Identifier for the User as to what kind of button this is End CommandButton Command_PurchaseScienceFrenzy3 Command = PURCHASE_SCIENCE Science = SCIENCE_Frenzy3 ButtonImage = SNFrenzy03 ButtonBorderType = UPGRADE ; Identifier for the User as to what kind of button this is End CommandButton Early_Command_PurchaseScienceFrenzy1 Command = PURCHASE_SCIENCE Science = Early_SCIENCE_Frenzy1 ButtonImage = SNFrenzy01 ButtonBorderType = UPGRADE ; Identifier for the User as to what kind of button this is End CommandButton Early_Command_PurchaseScienceFrenzy2 Command = PURCHASE_SCIENCE Science = Early_SCIENCE_Frenzy2 ButtonImage = SNFrenzy02 ButtonBorderType = UPGRADE ; Identifier for the User as to what kind of button this is End CommandButton Early_Command_PurchaseScienceFrenzy3 Command = PURCHASE_SCIENCE Science = Early_SCIENCE_Frenzy3 ButtonImage = SNFrenzy03 ButtonBorderType = UPGRADE ; Identifier for the User as to what kind of button this is End CommandButton Command_PurchaseScienceCashHack1 Command = PURCHASE_SCIENCE Science = SCIENCE_CashHack1 ButtonImage = SSCashHack ButtonBorderType = UPGRADE ; Identifier for the User as to what kind of button this is End CommandButton Command_PurchaseScienceCashHack2 Command = PURCHASE_SCIENCE Science = SCIENCE_CashHack2 ButtonImage = SSCashHack2 ButtonBorderType = UPGRADE ; Identifier for the User as to what kind of button this is End CommandButton Command_PurchaseScienceCashHack3 Command = PURCHASE_SCIENCE Science = SCIENCE_CashHack3 ButtonImage = SSCashHack3 ButtonBorderType = UPGRADE ; Identifier for the User as to what kind of button this is End CommandButton Command_PurchaseScienceEMPPulse Command = PURCHASE_SCIENCE Science = SCIENCE_EMPPulse ButtonImage = SSEMP ButtonBorderType = UPGRADE ; Identifier for the User as to what kind of button this is End CommandButton Command_PurchaseScienceCarpetBomb Command = PURCHASE_SCIENCE Science = SCIENCE_ChinaCarpetBomb ButtonImage = SNCBomber ButtonBorderType = UPGRADE ; Identifier for the User as to what kind of button this is End CommandButton Early_Command_PurchaseScienceCarpetBomb Command = PURCHASE_SCIENCE Science = Early_SCIENCE_ChinaCarpetBomb ButtonImage = SNCBomber ButtonBorderType = UPGRADE ; Identifier for the User as to what kind of button this is End CommandButton Nuke_Command_PurchaseScienceCarpetBomb Command = PURCHASE_SCIENCE Science = Nuke_SCIENCE_ChinaCarpetBomb ButtonImage = SSNkeCrptBmb ButtonBorderType = UPGRADE ; Identifier for the User as to what kind of button this is End CommandButton AirF_Command_PurchaseScienceCarpetBomb Command = PURCHASE_SCIENCE Science = SCIENCE_AirF_CarpetBomb ButtonImage = SAB3Carpet Object = AirF_AmericaJetB3 ButtonBorderType = UPGRADE ; Identifier for the User as to what kind of button this is End ; begin GLA PurchaseScience buttons CommandButton Command_PurchaseScienceHijacker Command = PURCHASE_SCIENCE Science = SCIENCE_Hijacker Object = GLAInfantryHijacker ButtonImage = SUHijacker ButtonBorderType = UPGRADE ; Identifier for the User as to what kind of button this is End CommandButton Command_PurchaseScienceScudLauncher Command = PURCHASE_SCIENCE Science = SCIENCE_ScudLauncher Object = GLAVehicleScudLauncher ButtonImage = SUScudLauncher ButtonBorderType = UPGRADE ; Identifier for the User as to what kind of button this is End CommandButton Command_PurchaseScienceMarauderTank Command = PURCHASE_SCIENCE Science = SCIENCE_MarauderTank Object = GLATankMarauder ButtonImage = SUMarauder ButtonBorderType = UPGRADE ; Identifier for the User as to what kind of button this is End CommandButton Command_PurchaseScienceTechnicalTraining Command = PURCHASE_SCIENCE Science = SCIENCE_TechnicalTraining ButtonImage = SSTechTraining ButtonBorderType = UPGRADE ; Identifier for the User as to what kind of button this is End CommandButton Command_PurchaseScienceRebelAmbush1 Command = PURCHASE_SCIENCE Science = SCIENCE_RebelAmbush1 ButtonImage = SSGLAAmbush ButtonBorderType = UPGRADE ; Identifier for the User as to what kind of button this is End CommandButton Command_PurchaseScienceRebelAmbush2 Command = PURCHASE_SCIENCE Science = SCIENCE_RebelAmbush2 ButtonImage = SSGLAAmbush2 ButtonBorderType = UPGRADE ; Identifier for the User as to what kind of button this is End CommandButton Command_PurchaseScienceRebelAmbush3 Command = PURCHASE_SCIENCE Science = SCIENCE_RebelAmbush3 ButtonImage = SSGLAAmbush3 ButtonBorderType = UPGRADE ; Identifier for the User as to what kind of button this is End CommandButton Command_PurchaseScienceCashBounty1 Command = PURCHASE_SCIENCE Science = SCIENCE_CashBounty1 ButtonImage = SSCashBounty ButtonBorderType = UPGRADE ; Identifier for the User as to what kind of button this is End CommandButton Command_PurchaseScienceCashBounty2 Command = PURCHASE_SCIENCE Science = SCIENCE_CashBounty2 ButtonImage = SSCashBounty2 ButtonBorderType = UPGRADE ; Identifier for the User as to what kind of button this is End CommandButton Command_PurchaseScienceCashBounty3 Command = PURCHASE_SCIENCE Science = SCIENCE_CashBounty3 ButtonImage = SSCashBounty3 ButtonBorderType = UPGRADE ; Identifier for the User as to what kind of button this is End CommandButton Command_PurchaseScienceEmergencyRepair1 Command = PURCHASE_SCIENCE Science = SCIENCE_EmergencyRepair1 ButtonImage = SSRepair ButtonBorderType = UPGRADE ; Identifier for the User as to what kind of button this is End CommandButton Command_PurchaseScienceEmergencyRepair2 Command = PURCHASE_SCIENCE Science = SCIENCE_EmergencyRepair2 ButtonImage = SSRepair2 ButtonBorderType = UPGRADE ; Identifier for the User as to what kind of button this is End CommandButton Command_PurchaseScienceEmergencyRepair3 Command = PURCHASE_SCIENCE Science = SCIENCE_EmergencyRepair3 ButtonImage = SSRepairDrone ButtonBorderType = UPGRADE ; Identifier for the User as to what kind of button this is End CommandButton Early_Command_PurchaseScienceEmergencyRepair1 Command = PURCHASE_SCIENCE Science = Early_SCIENCE_EmergencyRepair1 ButtonImage = SSRepair ButtonBorderType = UPGRADE ; Identifier for the User as to what kind of button this is End CommandButton Early_Command_PurchaseScienceEmergencyRepair2 Command = PURCHASE_SCIENCE Science = Early_SCIENCE_EmergencyRepair2 ButtonImage = SSRepair2 ButtonBorderType = UPGRADE ; Identifier for the User as to what kind of button this is End CommandButton Early_Command_PurchaseScienceEmergencyRepair3 Command = PURCHASE_SCIENCE Science = Early_SCIENCE_EmergencyRepair3 ButtonImage = SSRepairDrone ButtonBorderType = UPGRADE ; Identifier for the User as to what kind of button this is End CommandButton Command_PurchaseScienceAnthraxBomb Command = PURCHASE_SCIENCE Science = SCIENCE_AnthraxBomb ButtonImage = SSAnthraxBomb ButtonBorderType = UPGRADE ; Identifier for the User as to what kind of button this is End CommandButton Command_PurchaseScienceGPSScrambler Command = PURCHASE_SCIENCE Science = SCIENCE_GPSScrambler ButtonImage = SUGPS01 ButtonBorderType = UPGRADE ; Identifier for the User as to what kind of button this is End CommandButton Slth_Command_PurchaseScienceGPSScrambler Command = PURCHASE_SCIENCE Science = Slth_SCIENCE_GPSScrambler ; SCIENCE_GPSScrambler ButtonImage = SUGPS01 ButtonBorderType = UPGRADE ; Identifier for the User as to what kind of button this is End ;------------------------------------------------- ; These next few, are used only to interface with the tooltip system, they aren't actually tied to the ; CommandButton Command system ;------------------------------------------------- CommandButton NonCommand_Options TextLabel = CONTROLBAR:Options DescriptLabel = CONTROLBAR:OptionsDescription End CommandButton NonCommand_IdleWorker TextLabel = CONTROLBAR:IdleWorker DescriptLabel = CONTROLBAR:IdleWorkerDescription End CommandButton NonCommand_Beacon TextLabel = CONTROLBAR:Beacon DescriptLabel = CONTROLBAR:BeaconDescription End CommandButton NonCommand_Communicator TextLabel = CONTROLBAR:Communicator DescriptLabel = CONTROLBAR:CommunicatorDescription End CommandButton NonCommand_BriefingHistory TextLabel = CONTROLBAR:BriefingHistory DescriptLabel = CONTROLBAR:BriefingHistoryDescription End CommandButton NonCommand_GeneralsExperience TextLabel = CONTROLBAR:GeneralsExperienceMenu DescriptLabel = CONTROLBAR:GeneralsExperienceMenuDescription End CommandButton NonCommand_UpDown TextLabel = CONTROLBAR:UpDown DescriptLabel = CONTROLBAR:UpDownDescription End ;------------------------------------------------------------------------------ ; Mission specific buttons - Kris Morness 06/03 ;------------------------------------------------------------------------------ CommandButton Command_SelectAircraftCarriersFromShortcut Command = SELECT_ALL_UNITS_OF_TYPE Object = AmericaAircraftCarrier TextLabel = CONTROLBAR:SelectAircraftCarriersFromShortcut ButtonImage = SAcarrier ButtonBorderType = ACTION ; Identifier for the User as to what kind of button this is DescriptLabel = CONTROLBAR:ToolTipSelectAircraftCarriers End ;CommandButton Command_SelectBattleshipsFromShortcut ; Command = SELECT_ALL_UNITS_OF_TYPE ; Object = AmericaVehicleBattleShipDemo ; TextLabel = CONTROLBAR:SelectBattleshipsFromShortcut ; ButtonImage = SABattleship ; ButtonBorderType = ACTION ; Identifier for the User as to what kind of button this is ; DescriptLabel = CONTROLBAR:ToolTipSelectBattleships ;End CommandButton Command_SelectBattleshipsFromShortcut ;****Command_BattleshipFireViaSpecialPowerFromShortcut Command = SPECIAL_POWER_FROM_SHORTCUT SpecialPower = SpecialPowerBattleshipBombardment Options = OK_FOR_MULTI_SELECT NEED_SPECIAL_POWER_SCIENCE NEED_TARGET_POS CONTEXTMODE_COMMAND TextLabel = CONTROLBAR:BattleshipFire ButtonImage = SABattleship InvalidCursorName = GenericInvalid ButtonBorderType = ACTION ; Identifier for the User as to what kind of button this is DescriptLabel = CONTROLBAR:ToolTipFireBattleship RadiusCursorType = ARTILLERYBARRAGE End ;------------------------------------------------------------------------------ ; Sneak attack button - John Comes 05/03 ; ----------------------------------------------------------------------------- CommandButton Command_SneakAttack Command = SPECIAL_POWER_CONSTRUCT SpecialPower = SuperweaponSneakAttack Options = NEED_SPECIAL_POWER_SCIENCE Object = GLASneakAttackTunnelNetwork TextLabel = CONTROLBAR:SneakAttack ButtonImage = SUSneakAttack ButtonBorderType = ACTION ; Identifier for the User as to what kind of button this is DescriptLabel = CONTROLBAR:ToolTipGLASneakAttack End CommandButton Command_SneakAttackFromShortcut Command = SPECIAL_POWER_CONSTRUCT_FROM_SHORTCUT SpecialPower = SuperweaponSneakAttack Options = NEED_SPECIAL_POWER_SCIENCE Object = GLASneakAttackTunnelNetwork TextLabel = CONTROLBAR:SneakAttackShort ButtonImage = SUSneakAttack ButtonBorderType = ACTION ; Identifier for the User as to what kind of button this is DescriptLabel = CONTROLBAR:ToolTipGLASneakAttack End CommandButton Command_PurchaseScienceSneakAttack Command = PURCHASE_SCIENCE Science = SCIENCE_SneakAttack ButtonImage = SUSneakAttack ButtonBorderType = UPGRADE ; Identifier for the User as to what kind of button this is End CommandButton Command_BattleshipFire Command = FIRE_WEAPON WeaponSlot = PRIMARY Options = OK_FOR_MULTI_SELECT NEED_TARGET_POS CONTEXTMODE_COMMAND TextLabel = CONTROLBAR:BattleshipFire ButtonImage = SSBarrage CursorName = Target InvalidCursorName = GenericInvalid ButtonBorderType = ACTION ; Identifier for the User as to what kind of button this is DescriptLabel = CONTROLBAR:ToolTipFireBattleship End CommandButton Command_BattleshipFireViaSpecialPower Command = SPECIAL_POWER SpecialPower = SpecialPowerBattleshipBombardment Options = OK_FOR_MULTI_SELECT NEED_SPECIAL_POWER_SCIENCE NEED_TARGET_POS CONTEXTMODE_COMMAND TextLabel = CONTROLBAR:BattleshipFire ButtonImage = SSBarrage InvalidCursorName = GenericInvalid ButtonBorderType = ACTION ; Identifier for the User as to what kind of button this is DescriptLabel = CONTROLBAR:ToolTipFireBattleship RadiusCursorType = ARTILLERYBARRAGE End CommandButton Command_AircraftCarrierFire Command = FIRE_WEAPON WeaponSlot = PRIMARY Options = OK_FOR_MULTI_SELECT NEED_TARGET_ENEMY_OBJECT CONTEXTMODE_COMMAND TextLabel = CONTROLBAR:AircraftCarrierFire ButtonImage = SACRaptor CursorName = Target InvalidCursorName = GenericInvalid ButtonBorderType = ACTION ; Identifier for the User as to what kind of button this is DescriptLabel = CONTROLBAR:ToolTipFireAircraftCarrier End ;------------------------------------------------------------------------------ ;------------------------------------------------------------------------------ ;------------------------------------------------------------------------------ ; GENERALS CHALLENGE COMMAND BUTTONS ; ----------------------------------------------------------------------------- ;-------------------------------------------------------------------------------- ;Tank General ;-------------------------------------------------------------------------------- CommandButton Tank_Command_UpgradeChinaOverlordGattlingCannon Command = OBJECT_UPGRADE Upgrade = Upgrade_ChinaOverlordGattlingCannon Options = OK_FOR_MULTI_SELECT NOT_QUEUEABLE TextLabel = CONTROLBAR:UpgradeChinaOverlordGattlingCannon ButtonImage = SSOLGattling ButtonBorderType = UPGRADE ; Identifier for the User as to what kind of button this is DescriptLabel = CONTROLBAR:Tank_TooltipUpgradeChinaOverlordGattlingCannon UnitSpecificSound = OverlordTankVoiceModeGattling End CommandButton Tank_Command_ConstructChinaVehicleTroopCrawler Command = UNIT_BUILD Object = Tank_ChinaVehicleTroopCrawler TextLabel = CONTROLBAR:ConstructChinaVehicleTroopCrawler ButtonImage = SNTransport ButtonBorderType = BUILD ; Identifier for the User as to what kind of button this is DescriptLabel = CONTROLBAR:ToolTipChinaBuildTroopCrawler End CommandButton Tank_Command_ConstructChinaDozer Command = UNIT_BUILD Object = Tank_ChinaVehicleDozer TextLabel = CONTROLBAR:ConstructChinaDozer ButtonImage = SNDozer ButtonBorderType = BUILD ; Identifier for the User as to what kind of button this is DescriptLabel = CONTROLBAR:ToolTipChinaBuildDozer End CommandButton Tank_Command_ConstructChinaTankBattleMaster Command = UNIT_BUILD Object = Tank_ChinaTankBattleMaster TextLabel = CONTROLBAR:ConstructGLATankBattleMaster ButtonImage = SNBattlemaster ButtonBorderType = BUILD ; Identifier for the User as to what kind of button this is DescriptLabel = CONTROLBAR:ToolTipChinaBuildBattlemaster End CommandButton Tank_Command_ConstructChinaTankEmperor Command = UNIT_BUILD Object = Tank_ChinaTankEmperor TextLabel = CONTROLBAR:ConstructChinaTankEmperor ButtonImage = SNEmpTank ButtonBorderType = BUILD ; Identifier for the User as to what kind of button this is DescriptLabel = CONTROLBAR:ToolTipChinaBuildEmperor End CommandButton Tank_Command_ConstructChinaPropagandaCenter Command = DOZER_CONSTRUCT Object = Tank_ChinaPropagandaCenter TextLabel = CONTROLBAR:ConstructChinaPropagandaCenter ButtonImage = SNPropCentr ButtonBorderType = BUILD ; Identifier for the User as to what kind of button this is DescriptLabel = CONTROLBAR:ToolTipChinaBuildPropagandaCenter End CommandButton Tank_Command_ConstructChinaWarFactory Command = DOZER_CONSTRUCT Object = Tank_ChinaWarFactory TextLabel = CONTROLBAR:ConstructChinaWarFactory ButtonImage = SNWarFact ButtonBorderType = BUILD ; Identifier for the User as to what kind of button this is DescriptLabel = CONTROLBAR:ToolTipChinaBuildWarFactory End CommandButton Tank_Command_ConstructChinaCommandCenter Command = DOZER_CONSTRUCT Object = Tank_ChinaCommandCenter TextLabel = CONTROLBAR:ConstructChinaCommandCenter ButtonImage = SNComCentr ButtonBorderType = BUILD ; Identifier for the User as to what kind of button this is DescriptLabel = CONTROLBAR:ToolTipChinaBuildCommandCenter End CommandButton Tank_Command_ConstructChinaTankGattling Command = UNIT_BUILD Object = Tank_ChinaTankGattling TextLabel = CONTROLBAR:ConstructChinaTankGattling ButtonImage = SNGatlingTank ButtonBorderType = BUILD ; Identifier for the User as to what kind of button this is DescriptLabel = CONTROLBAR:ToolTipChinaBuildGattlingTank End CommandButton Tank_Command_ConstructChinaTankECM Command = UNIT_BUILD Object = Tank_ChinaTankECM TextLabel = CONTROLBAR:ConstructChinaTankECM ButtonImage = SNbanshee ButtonBorderType = BUILD ; Identifier for the User as to what kind of button this is DescriptLabel = CONTROLBAR:ToolTipChinaBuildECM End CommandButton Tank_Command_ConstructChinaBarracks Command = DOZER_CONSTRUCT Object = Tank_ChinaBarracks TextLabel = CONTROLBAR:ConstructChinaBarracks ButtonImage = SNBarracks ButtonBorderType = BUILD ; Identifier for the User as to what kind of button this is DescriptLabel = CONTROLBAR:ToolTipChinaBuildBarracks End CommandButton Tank_Command_ConstructChinaInfantryHacker Command = UNIT_BUILD Object = Tank_ChinaInfantryHacker TextLabel = CONTROLBAR:ConstructChinaInfantryHacker ButtonImage = SNHacker2 ButtonBorderType = BUILD ; Identifier for the User as to what kind of button this is DescriptLabel = CONTROLBAR:ToolTipChinaBuildHacker End CommandButton Tank_Command_ConstructChinaInfantryBlackLotus Command = UNIT_BUILD Object = Tank_ChinaInfantryBlackLotus TextLabel = CONTROLBAR:ConstructChinaInfantryBlackLotus ButtonImage = SNBLKLotus2 ButtonBorderType = BUILD ; Identifier for the User as to what kind of button this i DescriptLabel = CONTROLBAR:ToolTipChinaBuildBlackLotus End CommandButton Tank_Command_ConstructChinaInfantryRedguard Command = UNIT_BUILD Object = Tank_ChinaInfantryRedguard TextLabel = CONTROLBAR:ConstructChinaInfantryRedguard ButtonImage = SNRedGuard ButtonBorderType = BUILD ; Identifier for the User as to what kind of button this is DescriptLabel = CONTROLBAR:ToolTipChinaBuildRedguard End CommandButton Tank_Command_ConstructChinaNuclearMissileLauncher Command = DOZER_CONSTRUCT Object = Tank_ChinaNuclearMissileLauncher TextLabel = CONTROLBAR:ConstructChinaNuclearMissileLauncher ButtonImage = SNNukeMisl ButtonBorderType = BUILD ; Identifier for the User as to what kind of button this is DescriptLabel = CONTROLBAR:ToolTipChinaBuildNuclearMissileLauncher End CommandButton Tank_Command_UpgradeChinaAutoLoader Command = PLAYER_UPGRADE Upgrade = Tank_Upgrade_ChinaTankAutoLoader TextLabel = CONTROLBAR:UpgradeChinaTankAutoLoader ButtonImage = SSAutoloader ButtonBorderType = UPGRADE ; Identifier for the User as to what kind of button this is DescriptLabel = CONTROLBAR:TooltipUpgradeChinaTankAutoLoader End CommandButton Tank_Command_PurchaseScienceBattlemasterTraining Command = PURCHASE_SCIENCE Science = SCIENCE_BattlemasterTraining ButtonImage = SNBattlemaster ButtonBorderType = UPGRADE ; Identifier for the User as to what kind of button this is End CommandButton Tank_Command_PurchaseScienceOverlordTraining Command = PURCHASE_SCIENCE Science = SCIENCE_OverlordTraining ButtonImage = SNOverlord ButtonBorderType = UPGRADE ; Identifier for the User as to what kind of button this is End CommandButton Tank_Command_PurchaseScienceGattlingTankTraining Command = PURCHASE_SCIENCE Science = SCIENCE_GattlingTankTraining ButtonImage = SNGatlingTank ButtonBorderType = UPGRADE ; Identifier for the User as to what kind of button this is End CommandButton Tank_Command_ConstructChinaSpeakerTower Command = DOZER_CONSTRUCT Object = Tank_ChinaSpeakerTower TextLabel = CONTROLBAR:ConstructChinaSpeakerTower ButtonImage = SNPropSpeaker ButtonBorderType = BUILD ; Identifier for the User as to what kind of button this is DescriptLabel = CONTROLBAR:ToolTipChinaBuildSpeakerTower End CommandButton Tank_Command_PurchaseScienceTankParadrop1 Command = PURCHASE_SCIENCE Science = SCIENCE_TankParadrop1 ButtonImage = SSTankDrop ButtonBorderType = UPGRADE ; Identifier for the User as to what kind of button this is End CommandButton Tank_Command_PurchaseScienceTankParadrop2 Command = PURCHASE_SCIENCE Science = SCIENCE_TankParadrop2 ButtonImage = SSTankDrop2 ButtonBorderType = UPGRADE ; Identifier for the User as to what kind of button this is End CommandButton Tank_Command_PurchaseScienceTankParadrop3 Command = PURCHASE_SCIENCE Science = SCIENCE_TankParadrop3 ButtonImage = SSTankDrop3 ButtonBorderType = UPGRADE ; Identifier for the User as to what kind of button this is End CommandButton Tank_Command_TankParadrop Command = SPECIAL_POWER SpecialPower = Tank_SuperweaponTankParadrop Options = NEED_SPECIAL_POWER_SCIENCE NEED_TARGET_POS CONTEXTMODE_COMMAND Science = SCIENCE_TankParadrop1 SCIENCE_TankParadrop2 SCIENCE_TankParadrop3 ;These will cause the buttons to change icons, nothing more TextLabel = CONTROLBAR:TankParadrop ButtonImage = SSTankDrop ButtonBorderType = ACTION ; Identifier for the User as to what kind of button this is DescriptLabel = CONTROLBAR:TooltipTankParaDrop RadiusCursorType = PARADROP InvalidCursorName = GenericInvalid End CommandButton Tank_Command_TankParadropFromShortcut Command = SPECIAL_POWER_FROM_SHORTCUT SpecialPower = Tank_SuperweaponTankParadrop Options = NEED_SPECIAL_POWER_SCIENCE NEED_TARGET_POS CONTEXTMODE_COMMAND Science = SCIENCE_TankParadrop1 SCIENCE_TankParadrop2 SCIENCE_TankParadrop3 ;These will cause the buttons to change icons, nothing more TextLabel = GUI:SuperweaponTankParadrop ButtonImage = SNBattlemaster ;ButtonBorderType = ACTION ; Identifier for the User as to what kind of button this is DescriptLabel = CONTROLBAR:TooltipTankParaDrop RadiusCursorType = PARADROP InvalidCursorName = GenericInvalid End ;---------------------------------------------------------------------------------------- ;Stealth General ;---------------------------------------------------------------------------------------- CommandButton GC_Slth_Command_ConstructGLACommandCenter Command = DOZER_CONSTRUCT Object = GC_Slth_GLACommandCenter TextLabel = CONTROLBAR:ConstructGLACommandCenter ButtonImage = SUHeadquarters ButtonBorderType = BUILD ; Identifier for the User as to what kind of button this is DescriptLabel = CONTROLBAR:ToolTipGLABuildCommandCenter End CommandButton GC_Slth_Command_ConstructGLASupplyStash Command = DOZER_CONSTRUCT Object = GC_Slth_GLASupplyStash TextLabel = CONTROLBAR:ConstructGLASupplyStash ButtonImage = SUSupplyCenter ButtonBorderType = BUILD ; Identifier for the User as to what kind of button this is DescriptLabel = CONTROLBAR:ToolTipGLABuildSupplyStash End CommandButton Command_UpgradeCamoNetting Command = OBJECT_UPGRADE Upgrade = Upgrade_GLACamoNetting TextLabel = CONTROLBAR:UpgradeGLACamoNetting ButtonImage = SSControlRods ButtonBorderType = UPGRADE ; Identifier for the User as to what kind of button this is DescriptLabel = CONTROLBAR:CONTROLBAR:ToolTipGLACamoNetting End CommandButton GC_Slth_Command_ConstructGLABarracks Command = DOZER_CONSTRUCT Object = GC_Slth_GLABarracks TextLabel = CONTROLBAR:ConstructGLABarracks ButtonImage = SUBarracks ButtonBorderType = BUILD ; Identifier for the User as to what kind of button this is DescriptLabel = CONTROLBAR:ToolTipGLABuildBarracks End CommandButton GC_Slth_Command_ConstructGLAStingerSite Command = DOZER_CONSTRUCT Object = GC_Slth_GLAStingerSite TextLabel = CONTROLBAR:ConstructGLAStingerSite ButtonImage = SUStinger ButtonBorderType = BUILD ; Identifier for the User as to what kind of button this is DescriptLabel = CONTROLBAR:ToolTipGLABuildStingerSite End CommandButton GC_Slth_Command_ConstructGLATunnelNetwork Command = DOZER_CONSTRUCT Object = GC_Slth_GLATunnelNetwork TextLabel = CONTROLBAR:ConstructGLATunnelNetwork ButtonImage = SUTunnel ButtonBorderType = BUILD ; Identifier for the User as to what kind of button this is DescriptLabel = CONTROLBAR:ToolTipGLABuildTunnelNetwork End CommandButton GC_Slth_Command_ConstructGLAArmsDealer Command = DOZER_CONSTRUCT Object = GC_Slth_GLAArmsDealer TextLabel = CONTROLBAR:ConstructGLAArmsDealer ButtonImage = SUArmsDealer ButtonBorderType = BUILD ; Identifier for the User as to what kind of button this is DescriptLabel = CONTROLBAR:ToolTipGLABuildArmsDealer End CommandButton GC_Slth_Command_ConstructGLADemoTrap Command = DOZER_CONSTRUCT Object = GC_Slth_GLADemoTrap TextLabel = CONTROLBAR:ConstructGLADemoTrap ButtonImage = SSHideBomb ButtonBorderType = BUILD ; Identifier for the User as to what kind of button this is DescriptLabel = CONTROLBAR:ToolTipGLABUildDemoTrap End CommandButton GC_Slth_Command_ConstructGLAPalace Command = DOZER_CONSTRUCT Object = GC_Slth_GLAPalace TextLabel = CONTROLBAR:ConstructGLAPalace ButtonImage = SUPalace ButtonBorderType = BUILD ; Identifier for the User as to what kind of button this is DescriptLabel = CONTROLBAR:ToolTipGLABuildPalace End CommandButton GC_Slth_Command_ConstructGLABlackMarket Command = DOZER_CONSTRUCT Object = GC_Slth_GLABlackMarket TextLabel = CONTROLBAR:ConstructGLABlackMarket ButtonImage = SUBlackMarket ButtonBorderType = BUILD ; Identifier for the User as to what kind of button this is DescriptLabel = CONTROLBAR:ToolTipGLABuildBlackMarket End CommandButton GC_Slth_Command_ConstructGLAScudStorm Command = DOZER_CONSTRUCT Object = GC_Slth_GLAScudStorm TextLabel = CONTROLBAR:ConstructGLAScudStorm ButtonImage = SUScudStorm ButtonBorderType = BUILD ; Identifier for the User as to what kind of button this is DescriptLabel = CONTROLBAR:ToolTipGLABuildScudStorm End CommandButton GC_Slth_Command_ConstructGLAWorker Command = UNIT_BUILD Object = GC_Slth_GLAInfantryWorker TextLabel = CONTROLBAR:ConstructGLAWorker ButtonImage = SUWorker ButtonBorderType = BUILD ; Identifier for the User as to what kind of button this is DescriptLabel = CONTROLBAR:ToolTipGLABuildWorker End CommandButton GC_Slth_Command_ConstructGLAInfantryRPGTrooper Command = UNIT_BUILD Object = GC_Slth_GLAInfantryTunnelDefender TextLabel = CONTROLBAR:ConstructGLAInfantryRPGTrooper ButtonImage = SURPG ButtonBorderType = BUILD ; Identifier for the User as to what kind of button this is DescriptLabel = CONTROLBAR:ToolTipGLABuildRPGTrooper End CommandButton GC_Slth_Command_ConstructGLAInfantryJarmenKell Command = UNIT_BUILD Object = GC_Slth_GLAInfantryJarmenKell TextLabel = CONTROLBAR:ConstructGLAInfantryJarmenKell ButtonImage = SUJermanKell1 ;NOTE: Asset spelling mistake ButtonBorderType = BUILD ; Identifier for the User as to what kind of button this is DescriptLabel = CONTROLBAR:ToolTipGLABuildJarmenKell End CommandButton GC_Slth_Command_ConstructGLAInfantrySniper Command = UNIT_BUILD Object = GC_Slth_GLAInfantrySniper TextLabel = CONTROLBAR:ConstructGLAInfantrySniper ButtonImage = SAPathfinder1 ButtonBorderType = BUILD ; Identifier for the User as to what kind of button this is DescriptLabel = CONTROLBAR:ToolTipGLABuildSniper End CommandButton GC_Slth_Command_ConstructGLAInfantryTerrorist Command = UNIT_BUILD Object = GC_Slth_GLAInfantryTerrorist TextLabel = CONTROLBAR:ConstructGLAInfantryTerrorist ButtonImage = SUTerrorist ButtonBorderType = BUILD ; Identifier for the User as to what kind of button this is DescriptLabel = CONTROLBAR:ToolTipGLABuildTerrorist End CommandButton GC_Slth_Command_ConstructGLAInfantryRebel Command = UNIT_BUILD Object = GC_Slth_GLAInfantryRebel TextLabel = CONTROLBAR:ConstructGLAInfantryRebel ButtonImage = SURebel ButtonBorderType = BUILD ; Identifier for the User as to what kind of button this is DescriptLabel = CONTROLBAR:ToolTipGLABuildRebel End CommandButton GC_Slth_Command_ConstructGLAInfantryHijacker Command = UNIT_BUILD Object = GC_Slth_GLAInfantryHijacker TextLabel = CONTROLBAR:ConstructGLAInfantryHijacker ButtonImage = SUHijacker ButtonBorderType = BUILD ; Identifier for the User as to what kind of button this is DescriptLabel = CONTROLBAR:ToolTipGLABuildHijacker End CommandButton GC_Slth_Command_ConstructGLAVehicleRadarVan Command = UNIT_BUILD Object = GC_Slth_GLAVehicleRadarVan TextLabel = CONTROLBAR:ConstructGLAVehicleRadarVan ButtonImage = SURadarVan ButtonBorderType = BUILD ; Identifier for the User as to what kind of button this is DescriptLabel = CONTROLBAR:ToolTipGLABuildRadarVan End CommandButton GC_Slth_Command_ConstructGLAVehicleTechnical Command = UNIT_BUILD Object = GC_Slth_GLAVehicleTechnical TextLabel = CONTROLBAR:ConstructGLAVehicleTechnical ButtonImage = SUTechnical ButtonBorderType = BUILD ; Identifier for the User as to what kind of button this is DescriptLabel = CONTROLBAR:ToolTipGLABuildTechnical End CommandButton GC_Slth_Command_ConstructGLAVehicleBattleBus Command = UNIT_BUILD Object = GC_Slth_GLAVehicleBattleBus TextLabel = CONTROLBAR:ConstructGLAVehicleBattleBus ButtonImage = SUbattlebus ButtonBorderType = BUILD ; Identifier for the User as to what kind of button this is DescriptLabel = CONTROLBAR:ToolTipGLABuildBattleBus End CommandButton GC_Slth_Command_ConstructGLAVehicleCombatBike Command = UNIT_BUILD Object = GC_Slth_GLAVehicleCombatBike TextLabel = CONTROLBAR:ConstructGLAVehicleCombatBike ButtonImage = SUComBike ButtonBorderType = BUILD ; Identifier for the User as to what kind of button this is DescriptLabel = CONTROLBAR:ToolTipGLABuildCombatBike End CommandButton GC_Slth_Command_ConstructGLAVehicleCombatBikeRocket Command = UNIT_BUILD Options = SCRIPT_ONLY Object = GC_Slth_GLAVehicleCombatBikeRocket TextLabel = CONTROLBAR:ConstructGLAVehicleCombatBike ButtonImage = SUComBike ButtonBorderType = BUILD ; Identifier for the User as to what kind of button this is DescriptLabel = CONTROLBAR:ToolTipGLABuildCombatBike End CommandButton GC_Slth_Command_ConstructGLAVehicleCombatBikeTerrorist Command = UNIT_BUILD Options = SCRIPT_ONLY Object = GC_Slth_GLAVehicleCombatBikeTerrorist TextLabel = CONTROLBAR:ConstructGLAVehicleCombatBike ButtonImage = SUComBike ButtonBorderType = BUILD ; Identifier for the User as to what kind of button this is DescriptLabel = CONTROLBAR:ToolTipGLABuildCombatBike End CommandButton GC_Slth_Command_ConstructGLAVehicleQuadCannon Command = UNIT_BUILD Object = GC_Slth_GLAVehicleQuadCannon TextLabel = CONTROLBAR:ConstructGLAVehicleQuadCannon ButtonImage = SUQuadCannon ButtonBorderType = BUILD ; Identifier for the User as to what kind of button this is DescriptLabel = CONTROLBAR:ToolTipGLABuildQuadCannon End CommandButton GC_Slth_Command_UpgradeGLAQuadCannonSnipeGun Command = PLAYER_UPGRADE Upgrade = GC_Slth_Upgrade_GLAQuadCannonSnipe TextLabel = CONTROLBAR:UpgradeGLAQuadCannonSnipe ButtonImage = SUSnipBull ButtonBorderType = UPGRADE ; Identifier for the User as to what kind of button this is DescriptLabel = CONTROLBAR:TooltipGLAUpgradeQuadCannonSnipe End CommandButton GC_Slth_Command_DisguiseAsVehicle Command = SPECIAL_POWER SpecialPower = SpecialAbilityDisguiseAsVehicle Options = NEED_SPECIAL_POWER_SCIENCE OK_FOR_MULTI_SELECT NEED_TARGET_ENEMY_OBJECT NEED_TARGET_NEUTRAL_OBJECT NEED_TARGET_ALLY_OBJECT TextLabel = CONTROLBAR:DisguiseAsVehicle ButtonImage = SUBusDisg CursorName = DisguiseAsVehicle InvalidCursorName = GenericInvalid ButtonBorderType = UPGRADE ; Identifier for the User as to what kind of button this is DescriptLabel = CONTROLBAR:TooltipDisguiseAsVehicle UnitSpecificSound = BombTruckVoiceModeDisguise End ;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;; ;;;NEW AirforceGeneral;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;; ;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;; CommandButton AirF_Command_UpgradeAmericaSentryDroneGun Command = OBJECT_UPGRADE Upgrade = Upgrade_AmericaSentryDroneGun Options = OK_FOR_MULTI_SELECT TextLabel = CONTROLBAR:UpgradeAmericaSentryDroneGun ButtonImage = SASentryUpgr ButtonBorderType = UPGRADE ; Identifier for the User as to what kind of button this is DescriptLabel = CONTROLBAR:TooltipUSAUpgradeSentryDroneGun End CommandButton AirF_Command_UpgradeStealthComanche Command = PLAYER_UPGRADE Upgrade = AirF_Upgrade_StealthComanche TextLabel = CONTROLBAR:UpgradeStealthComanche ButtonImage = SASteaUpg ButtonBorderType = UPGRADE ; Identifier for the User as to what kind of button this is DescriptLabel = CONTROLBAR:ToolTipAirFUpgradeComancheStealth End CommandButton AirF_Command_AmericaMissileDefenderLaserGuidedMissiles Command = SPECIAL_POWER SpecialPower = SpecialAbilityMissileDefenderLaserGuidedMissiles Options = NEED_SPECIAL_POWER_SCIENCE OK_FOR_MULTI_SELECT NEED_TARGET_ENEMY_OBJECT NEED_TARGET_NEUTRAL_OBJECT CONTEXTMODE_COMMAND TextLabel = CONTROLBAR:LaserMissileAttack ButtonImage = SSLaserMissile CursorName = LaserGuidedMissiles InvalidCursorName = GenericInvalid DescriptLabel = CONTROLBAR:TooltipMissileDefenderLaser ButtonBorderType = ACTION UnitSpecificSound = MissileDefenderVoiceModeLaser End CommandButton AirF_Command_ConstructAmericaInfantryPathfinder Command = UNIT_BUILD Object = AirF_AmericaInfantryPathfinder TextLabel = CONTROLBAR:ConstructAmericaInfantryPathfinder ButtonImage = SAPathfinder1 ButtonBorderType = BUILD ; Identifier for the User as to what kind of button this is DescriptLabel = CONTROLBAR:ToolTipUSABuildPathFinder End CommandButton AirF_Command_PurchaseScienceA10ThunderboltMissileStrike1 Command = PURCHASE_SCIENCE Science = AirF_SCIENCE_A10ThunderboltMissileStrike1 ButtonImage = SSA10Attack ButtonBorderType = UPGRADE ; Identifier for the User as to what kind of button this is End CommandButton AirF_Command_PurchaseScienceA10ThunderboltMissileStrike2 Command = PURCHASE_SCIENCE Science = AirF_SCIENCE_A10ThunderboltMissileStrike2 ButtonImage = SSA10Attack2 ButtonBorderType = UPGRADE ; Identifier for the User as to what kind of button this is End CommandButton AirF_Command_PurchaseScienceA10ThunderboltMissileStrike3 Command = PURCHASE_SCIENCE Science = AirF_SCIENCE_A10ThunderboltMissileStrike3 ButtonImage = SAWarthog ButtonBorderType = UPGRADE ; Identifier for the User as to what kind of button this is End CommandButton AirF_Command_ConstructAmericaCommandCenter Command = DOZER_CONSTRUCT Object = AirF_AmericaCommandCenter TextLabel = CONTROLBAR:ConstructAmericaCommandCenter ButtonImage = SAComCentr ButtonBorderType = BUILD ; Identifier for the User as to what kind of button this is DescriptLabel = CONTROLBAR:ToolTipUSABuildCommandCenter End CommandButton AirF_Command_ConstructAmericaBarracks Command = DOZER_CONSTRUCT Object = AirF_AmericaBarracks TextLabel = CONTROLBAR:ConstructAmericaBarracks ButtonImage = SABarracks ButtonBorderType = BUILD ; Identifier for the User as to what kind of button this is DescriptLabel = CONTROLBAR:ToolTipUSABuildBarracks End CommandButton AirF_Command_ConstructAmericaStrategyCenter Command = DOZER_CONSTRUCT Object = AirF_AmericaStrategyCenter TextLabel = CONTROLBAR:ConstructAmericaStrategyCenter ButtonImage = SAStrategyCenter ButtonBorderType = BUILD ; Identifier for the User as to what kind of button this is DescriptLabel = CONTROLBAR:ToolTipUSABuildStrategyCenter End CommandButton AirF_Command_ConstructAmericaFireBase Command = DOZER_CONSTRUCT Object = AirF_AmericaFireBase TextLabel = CONTROLBAR:ConstructAmericaFireBase ButtonImage = SAFirebase ButtonBorderType = BUILD ; Identifier for the User as to what kind of button this is DescriptLabel = CONTROLBAR:ToolTipUSABuildFireBase End CommandButton AirF_Command_ConstructAmericaPatriotBattery Command = DOZER_CONSTRUCT Object = AirF_AmericaPatriotBattery TextLabel = CONTROLBAR:ConstructAmericaPatriotBattery ButtonImage = SAPatriot ButtonBorderType = BUILD ; Identifier for the User as to what kind of button this is DescriptLabel = CONTROLBAR:ToolTipUSABuildPatriotBattery End CommandButton AirF_Command_ConstructAmericaSupplyDropZone Command = DOZER_CONSTRUCT Object = AirF_AmericaSupplyDropZone TextLabel = CONTROLBAR:ConstructAmericaSupplyDropZone ButtonImage = SADropZone ButtonBorderType = BUILD ; Identifier for the User as to what kind of button this is DescriptLabel = CONTROLBAR:ToolTipUSABuildSupplyDropZone End CommandButton AirF_Command_ConstructAmericaParticleCannonUplink Command = DOZER_CONSTRUCT Object = AirF_AmericaParticleCannonUplink TextLabel = CONTROLBAR:ConstructAmericaParticleCannonUplink ButtonImage = SAUplink ButtonBorderType = BUILD ; Identifier for the User as to what kind of button this is DescriptLabel = CONTROLBAR:ToolTipUSABuildParticleCannon End CommandButton AirF_Command_ConstructAmericaAirfield Command = DOZER_CONSTRUCT Object = AirF_AmericaAirfield TextLabel = CONTROLBAR:ConstructAmericaAirfield ButtonImage = SAACommand ButtonBorderType = BUILD ; Identifier for the User as to what kind of button this is DescriptLabel = CONTROLBAR:ToolTipUSABuildAirField End CommandButton AirF_Command_ConstructAmericaDozer Command = UNIT_BUILD Object = AirF_AmericaVehicleDozer TextLabel = CONTROLBAR:ConstructAmericaDozer ButtonImage = SACDozer ButtonBorderType = BUILD ; Identifier for the User as to what kind of button this is DescriptLabel = CONTROLBAR:ToolTipUSABuildDozer End CommandButton AirF_Command_ConstructAmericaInfantryRanger Command = UNIT_BUILD Object = AirF_AmericaInfantryRanger TextLabel = CONTROLBAR:ConstructAmericaInfantryRanger ButtonImage = SARanger ButtonBorderType = BUILD ; Identifier for the User as to what kind of button this is DescriptLabel = CONTROLBAR:ToolTipUSABuildRanger End CommandButton AirF_Command_ConstructAmericaInfantryColonelBurton Command = UNIT_BUILD Object = AirF_AmericaInfantryColonelBurton TextLabel = CONTROLBAR:ConstructAmericaInfantryColonelBurton ButtonImage = SABurton ButtonBorderType = BUILD ; Identifier for the User as to what kind of button this is DescriptLabel = CONTROLBAR:ToolTipUSABuildColonelBurton End CommandButton AirF_Command_ConstructAmericaJetStealthFighter Command = UNIT_BUILD Object = AirF_AmericaJetStealthFighter TextLabel = CONTROLBAR:ConstructAmericaJetStealthFighter ButtonImage = SAStealth ButtonBorderType = BUILD ; Identifier for the User as to what kind of button this is DescriptLabel = CONTROLBAR:AirF_ToolTipUSABuildStealthFighter End CommandButton AirF_Command_ConstructAmericaVehicleComanche Command = UNIT_BUILD Object = AirF_AmericaVehicleComanche TextLabel = CONTROLBAR:ConstructAmericaVehicleComanche ButtonImage = SACCommanche ButtonBorderType = BUILD ; Identifier for the User as to what kind of button this is DescriptLabel = CONTROLBAR:ToolTipUSABuildComanche End CommandButton AirF_Command_ConstructAmericaInfantryMissileDefender Command = UNIT_BUILD Object = AirF_AmericaInfantryMissileDefender TextLabel = CONTROLBAR:ConstructAmericaInfantryMissileDefender ButtonImage = SAMissleDefender ButtonBorderType = BUILD ; Identifier for the User as to what kind of button this is DescriptLabel = CONTROLBAR:ToolTipUSABuildMissileDefender End CommandButton AirF_Command_ConstructAmericaJetRaptor Command = UNIT_BUILD Object = AirF_AmericaJetRaptor TextLabel = CONTROLBAR:ConstructAmericaJetKingRaptor ButtonImage = SAKingRap ButtonBorderType = BUILD ; Identifier for the User as to what kind of button this is DescriptLabel = CONTROLBAR:ToolTipUSABuildKingRaptor End CommandButton AirF_Command_ConstructAFGChinook Command = UNIT_BUILD Object = AFG_AmericaVehicleChinook TextLabel = CONTROLBAR:ConstructAmericaVehicleChinook ButtonImage = SAChinook ButtonBorderType = BUILD ; Identifier for the User as to what kind of button this is DescriptLabel = CONTROLBAR:ToolTipUSABUildChinook End CommandButton AirF_Command_ConstructAmericaVehicleChinook Command = UNIT_BUILD Object = AirF_AmericaVehicleChinook TextLabel = CONTROLBAR:AirF_ConstructAmericaVehicleChinook ButtonImage = SAComChinok ButtonBorderType = BUILD ; Identifier for the User as to what kind of button this is DescriptLabel = CONTROLBAR:AirF_ToolTipUSABUildChinook End CommandButton AirF_Command_ConstructAmericaJetAurora Command = UNIT_BUILD Object = AirF_AmericaJetAurora TextLabel = CONTROLBAR:ConstructAmericaJetAurora ButtonImage = SAAurora ButtonBorderType = BUILD ; Identifier for the User as to what kind of button this is DescriptLabel = CONTROLBAR:AirF_ToolTipUSABuildAurora End CommandButton AirF_Command_ConstructAmericaSupplyCenter Command = DOZER_CONSTRUCT Object = AirF_AmericaSupplyCenter TextLabel = CONTROLBAR:ConstructAmericaSupplyCenter ButtonImage = SASupplyCntr ButtonBorderType = BUILD ; Identifier for the User as to what kind of button this is DescriptLabel = CONTROLBAR:ToolTipUSABuildSupplyCenter End CommandButton AirF_Command_ConstructAmericaVehicleBattleDrone Command = UNIT_BUILD Object = AirF_AmericaVehicleBattleDrone TextLabel = CONTROLBAR:AirF_ConstructAmericaVehicleBattleDrone ButtonImage = SASoloDrone ButtonBorderType = BUILD ; Identifier for the User as to what kind of button this is DescriptLabel = CONTROLBAR:ToolTipUSABuildBattleDrone End CommandButton AirF_Command_CarpetBomb Command = SPECIAL_POWER SpecialPower = AirF_SuperweaponCarpetBomb Options = NEED_SPECIAL_POWER_SCIENCE NEED_TARGET_POS CONTEXTMODE_COMMAND TextLabel = CONTROLBAR:CarpetBomb ButtonImage = SAB3Carpet RadiusCursorType = CARPETBOMB InvalidCursorName = GenericInvalid ButtonBorderType = ACTION ; Identifier for the User as to what kind of button this is DescriptLabel = CONTROLBAR:TooltipCarpetBomb End CommandButton AirF_Command_CarpetBombFromShortcut Command = SPECIAL_POWER_FROM_SHORTCUT SpecialPower = AirF_SuperweaponCarpetBomb Options = NEED_SPECIAL_POWER_SCIENCE NEED_TARGET_POS CONTEXTMODE_COMMAND TextLabel = OBJECT:CarpetBomb ButtonImage = SAB3Carpet RadiusCursorType = CARPETBOMB InvalidCursorName = GenericInvalid ;ButtonBorderType = ACTION ; Identifier for the User as to what kind of button this is DescriptLabel = CONTROLBAR:TooltipCarpetBomb End CommandButton AirF_Command_DaisyCutter Command = SPECIAL_POWER SpecialPower = SuperweaponDaisyCutter Options = NEED_SPECIAL_POWER_SCIENCE NEED_TARGET_POS CONTEXTMODE_COMMAND TextLabel = CONTROLBAR:DaisyCutter ButtonImage = SACDaisyCutter ButtonBorderType = ACTION DescriptLabel = CONTROLBAR:TooltipDaisyCutter RadiusCursorType = DAISYCUTTER InvalidCursorName = GenericInvalid End CommandButton AirF_Command_DaisyCutterFromShortcut Command = SPECIAL_POWER_FROM_SHORTCUT SpecialPower = SuperweaponDaisyCutter Options = NEED_SPECIAL_POWER_SCIENCE NEED_TARGET_POS CONTEXTMODE_COMMAND TextLabel = OBJECT:DaisyCutterBomb ButtonImage = SACDaisyCutter ; ButtonBorderType = ACTION DescriptLabel = CONTROLBAR:TooltipDaisyCutter RadiusCursorType = DAISYCUTTER InvalidCursorName = GenericInvalid End CommandButton AirF_Command_A10ThunderboltMissileStrike Command = SPECIAL_POWER SpecialPower = AirF_SuperweaponA10ThunderboltMissileStrike Options = NEED_SPECIAL_POWER_SCIENCE NEED_TARGET_POS CONTEXTMODE_COMMAND Science = AirF_SCIENCE_A10ThunderboltMissileStrike1 AirF_SCIENCE_A10ThunderboltMissileStrike2 AirF_SCIENCE_A10ThunderboltMissileStrike3 ;These will cause the buttons to change icons, nothing more TextLabel = CONTROLBAR:A10ThunderboltMissileStrike ButtonImage = SSA10Attack ButtonBorderType = ACTION ; Identifier for the User as to what kind of button this is DescriptLabel = CONTROLBAR:TooltipA10Strike RadiusCursorType = A10STRIKE InvalidCursorName = GenericInvalid End CommandButton AirF_Command_A10ThunderboltMissileStrikeFromShortcut Command = SPECIAL_POWER_FROM_SHORTCUT SpecialPower = AirF_SuperweaponA10ThunderboltMissileStrike Options = NEED_SPECIAL_POWER_SCIENCE NEED_TARGET_POS CONTEXTMODE_COMMAND Science = AirF_SCIENCE_A10ThunderboltMissileStrike1 AirF_SCIENCE_A10ThunderboltMissileStrike2 AirF_SCIENCE_A10ThunderboltMissileStrike3 ;These will cause the buttons to change icons, nothing more TextLabel = GUI:SuperweaponA10ThunderboltMissileStrike ButtonImage = SSA10Attack ;ButtonBorderType = ACTION ; Identifier for the User as to what kind of button this is DescriptLabel = CONTROLBAR:TooltipA10Strike RadiusCursorType = A10STRIKE InvalidCursorName = GenericInvalid End CommandButton AirF_Command_SpectreGunship Command = SPECIAL_POWER SpecialPower = AirF_SuperweaponSpectreGunship Options = NEED_SPECIAL_POWER_SCIENCE NEED_TARGET_POS CONTEXTMODE_COMMAND Science = SCIENCE_SpectreGunship1 SCIENCE_SpectreGunship2 SCIENCE_SpectreGunship3 ;These will cause the buttons to change icons, nothing more TextLabel = CONTROLBAR:SpectreGunship ButtonImage = SASpGunship; until Samm makes a new cameo for this... ButtonBorderType = ACTION ; Identifier for the User as to what kind of button this is DescriptLabel = CONTROLBAR:TooltipSpectreGunship RadiusCursorType = SPECTREGUNSHIP InvalidCursorName = GenericInvalid End CommandButton AirF_Command_SpectreGunshipFromShortcut Command = SPECIAL_POWER_FROM_SHORTCUT SpecialPower = AirF_SuperweaponSpectreGunship Options = NEED_SPECIAL_POWER_SCIENCE NEED_TARGET_POS CONTEXTMODE_COMMAND Science = SCIENCE_SpectreGunship1 SCIENCE_SpectreGunship2 SCIENCE_SpectreGunship3 ;These will cause the buttons to change icons, nothing more TextLabel = CONTROLBAR:SpectreGunshipFromShortcut ButtonImage = SASpGunship; until Samm makes a new cameo for this... ButtonBorderType = ACTION ; Identifier for the User as to what kind of button this is DescriptLabel = CONTROLBAR:TooltipSpectreGunship RadiusCursorType = SPECTREGUNSHIP InvalidCursorName = GenericInvalid End CommandButton AirF_Command_ConstructAmericaPowerPlant Command = DOZER_CONSTRUCT Object = AirF_AmericaPowerPlant TextLabel = CONTROLBAR:ConstructAmericaPowerPlant ButtonImage = SAPowerPlant ButtonBorderType = BUILD ; Identifier for the User as to what kind of button this is DescriptLabel = CONTROLBAR:ToolTipUSABuildPowerPlant End CommandButton AirF_Command_ConstructAmericaWarFactory Command = DOZER_CONSTRUCT Object = AirF_AmericaWarFactory TextLabel = CONTROLBAR:ConstructAmericaWarFactory ButtonImage = SACWeaponsfact ButtonBorderType = BUILD ; Identifier for the User as to what kind of button this is DescriptLabel = CONTROLBAR:ToolTipUSABuildWarFactory End CommandButton AirF_Command_ConstructAmericaVehicleTomahawk Command = UNIT_BUILD Object = AirF_AmericaVehicleTomahawk TextLabel = CONTROLBAR:ConstructAmericaVehicleTomahawk ButtonImage = SACTomahawk ButtonBorderType = BUILD ; Identifier for the User as to what kind of button this is DescriptLabel = CONTROLBAR:ToolTipUSABuildTomahawk End CommandButton AirF_Command_ConstructAmericaVehicleHumvee Command = UNIT_BUILD Object = AirF_AmericaVehicleHumvee TextLabel = CONTROLBAR:ConstructAmericaVehicleHumvee ButtonImage = SAHummer ButtonBorderType = BUILD ; Identifier for the User as to what kind of button this is DescriptLabel = CONTROLBAR:ToolTipUSABuildHumvee End CommandButton AirF_Command_ConstructAmericaVehicleSentryDrone Command = UNIT_BUILD Object = AirF_AmericaVehicleSentryDrone TextLabel = CONTROLBAR:ConstructAmericaVehicleSentryDrone ButtonImage = SAsentry ButtonBorderType = BUILD ; Identifier for the User as to what kind of button this is DescriptLabel = CONTROLBAR:ToolTipUSABuildSentryDrone End CommandButton AirF_Command_ConstructAmericaVehicleMedic Command = UNIT_BUILD Object = AirF_AmericaVehicleMedic TextLabel = CONTROLBAR:ConstructAmericaVehicleMedic ButtonImage = SAAmbulance ButtonBorderType = BUILD ; Identifier for the User as to what kind of button this is DescriptLabel = CONTROLBAR:ToolTipUSABuildMedic End CommandButton AirF_Command_ConstructAmericaVehicleAvenger Command = UNIT_BUILD Object = AirF_AmericaTankAvenger TextLabel = CONTROLBAR:ConstructAmericaTankAvenger ButtonImage = SAAvnger ButtonBorderType = BUILD ; Identifier for the User as to what kind of button this is DescriptLabel = CONTROLBAR:ToolTipUSABuildAvenger End CommandButton AirF_Command_ConstructAmericaVehicleMicrowave Command = UNIT_BUILD Object = AirF_AmericaTankMicrowave TextLabel = CONTROLBAR:ConstructAmericaTankMicrowave ButtonImage = SAThunderBolt ButtonBorderType = BUILD ; Identifier for the User as to what kind of button this is DescriptLabel = CONTROLBAR:ToolTipUSABuildMicrowave End ;------------ ; NEW Demolitions General ;-------------- CommandButton Demo_Command_ConstructGLAVehicleRocketBuggy Command = UNIT_BUILD Object = Demo_GLAVehicleRocketBuggy TextLabel = CONTROLBAR:ConstructGLAVehicleRocketBuggy ButtonImage = SURocketBuggy ButtonBorderType = BUILD ; Identifier for the User as to what kind of button this is DescriptLabel = CONTROLBAR:ToolTipGLABuildRocketBuggy End CommandButton Demo_Command_ConstructGLAVehicleTechnical Command = UNIT_BUILD Object = Demo_GLAVehicleTechnical TextLabel = CONTROLBAR:ConstructGLAVehicleTechnical ButtonImage = SUTechnical ButtonBorderType = BUILD ; Identifier for the User as to what kind of button this is DescriptLabel = CONTROLBAR:ToolTipGLABuildTechnical End CommandButton Demo_Command_ConstructGLAVehicleToxinTruck Command = UNIT_BUILD Object = Demo_GLAVehicleToxinTruck TextLabel = CONTROLBAR:ConstructGLAVehicleToxinTruck ButtonImage = SUToxinTractor ButtonBorderType = BUILD ; Identifier for the User as to what kind of button this is DescriptLabel = CONTROLBAR:ToolTipGLABuildToxinTruck End CommandButton Demo_Command_ConstructGLATankMarauder Command = UNIT_BUILD Object = Demo_GLATankMarauder TextLabel = CONTROLBAR:ConstructGLATankMarauder ButtonImage = SUMarauder ButtonBorderType = BUILD ; Identifier for the User as to what kind of button this is DescriptLabel = CONTROLBAR:ToolTipGLABuildMarauder End CommandButton Demo_Command_ConstructFakeGLABlackMarket Command = DOZER_CONSTRUCT Object = Demo_FakeGLABlackMarket TextLabel = CONTROLBAR:ConstructFakeGLABlackMarket ButtonImage = SUBlckMarket_F ButtonBorderType = BUILD ; Identifier for the User as to what kind of button this is DescriptLabel = CONTROLBAR:ToolTipFakeGLABuilding End CommandButton Demo_Command_ConstructFakeGLAArmsDealer Command = DOZER_CONSTRUCT Object = Demo_FakeGLAArmsDealer TextLabel = CONTROLBAR:ConstructFakeGLAArmsDealer ButtonImage = SUArmsDealer_F ButtonBorderType = BUILD ; Identifier for the User as to what kind of button this is DescriptLabel = CONTROLBAR:ToolTipFakeGLABuilding End CommandButton Demo_Command_ConstructFakeGLASupplyStash Command = DOZER_CONSTRUCT Object = Demo_FakeGLASupplyStash TextLabel = CONTROLBAR:ConstructFakeGLASupplyStash ButtonImage = SUSpplyCtr_F ButtonBorderType = BUILD ; Identifier for the User as to what kind of button this is DescriptLabel = CONTROLBAR:ToolTipFakeGLABuilding End CommandButton Demo_Command_ConstructFakeGLABarracks Command = DOZER_CONSTRUCT Object = Demo_FakeGLABarracks TextLabel = CONTROLBAR:ConstructFakeGLABarracks ButtonImage = SUBarracks_F ButtonBorderType = BUILD ; Identifier for the User as to what kind of button this is DescriptLabel = CONTROLBAR:ToolTipFakeGLABuilding End CommandButton Demo_Command_ConstructFakeGLACommandCenter Command = DOZER_CONSTRUCT Object = Demo_FakeGLACommandCenter TextLabel = CONTROLBAR:ConstructFakeGLACommandCenter ButtonImage = SUHeadquarters_F ButtonBorderType = BUILD ; Identifier for the User as to what kind of button this is DescriptLabel = CONTROLBAR:ToolTipFakeGLABuilding End CommandButton Demo_UpgradeSuicideBomb Command = PLAYER_UPGRADE Upgrade = Demo_Upgrade_SuicideBomb TextLabel = CONTROLBAR:UpgradeSuicideBomb ButtonImage = SUSuicideAttk ButtonBorderType = UPGRADE ; Identifier for the User as to what kind of button this is DescriptLabel = CONTROLBAR:ToolTipGLAUpgradeSuicideBomb End CommandButton Demo_Command_TertiarySuicide Command = FIRE_WEAPON Upgrade = Demo_Upgrade_SuicideBomb WeaponSlot = TERTIARY Options = OK_FOR_MULTI_SELECT NEED_UPGRADE TextLabel = CONTROLBAR:SuicideAttack ButtonImage = SUSuicideAttk ButtonBorderType = ACTION ; Identifier for the User as to what kind of button this is DescriptLabel = CONTROLBAR:ToolTipGLASuicideAttack End CommandButton Demo_Command_ConstructGLAWorker Command = UNIT_BUILD Object = Demo_GLAInfantryWorker TextLabel = CONTROLBAR:ConstructGLAWorker ButtonImage = SUWorker ButtonBorderType = BUILD ; Identifier for the User as to what kind of button this is DescriptLabel = CONTROLBAR:ToolTipGLABuildWorker End CommandButton Demo_Command_ConstructGLASupplyStash Command = DOZER_CONSTRUCT Object = Demo_GLASupplyStash TextLabel = CONTROLBAR:ConstructGLASupplyStash ButtonImage = SUSupplyCenter ButtonBorderType = BUILD ; Identifier for the User as to what kind of button this is DescriptLabel = CONTROLBAR:ToolTipGLABuildSupplyStash End CommandButton Demo_Command_ConstructGLAPalace Command = DOZER_CONSTRUCT Object = Demo_GLAPalace TextLabel = CONTROLBAR:ConstructGLAPalace ButtonImage = SUPalace ButtonBorderType = BUILD ; Identifier for the User as to what kind of button this is DescriptLabel = CONTROLBAR:ToolTipGLABuildPalace End CommandButton Demo_Command_ConstructGLABarracks Command = DOZER_CONSTRUCT Object = Demo_GLABarracks TextLabel = CONTROLBAR:ConstructGLABarracks ButtonImage = SUBarracks ButtonBorderType = BUILD ; Identifier for the User as to what kind of button this is DescriptLabel = CONTROLBAR:ToolTipGLABuildBarracks End CommandButton Demo_Command_ConstructGLABlackMarket Command = DOZER_CONSTRUCT Object = Demo_GLABlackMarket TextLabel = CONTROLBAR:ConstructGLABlackMarket ButtonImage = SUBlackMarket ButtonBorderType = BUILD ; Identifier for the User as to what kind of button this is DescriptLabel = CONTROLBAR:ToolTipGLABuildBlackMarket End CommandButton Demo_Command_ConstructGLAStingerSite Command = DOZER_CONSTRUCT Object = Demo_GLAStingerSite TextLabel = CONTROLBAR:ConstructGLAStingerSite ButtonImage = SUStinger ButtonBorderType = BUILD ; Identifier for the User as to what kind of button this is DescriptLabel = CONTROLBAR:ToolTipGLABuildStingerSite End CommandButton Demo_Command_ConstructGLAScudStorm Command = DOZER_CONSTRUCT Object = Demo_GLAScudStorm TextLabel = CONTROLBAR:ConstructGLAScudStorm ButtonImage = SUScudStorm ButtonBorderType = BUILD ; Identifier for the User as to what kind of button this is DescriptLabel = CONTROLBAR:ToolTipGLABuildScudStorm End CommandButton Demo_Command_ConstructGLATunnelNetwork Command = DOZER_CONSTRUCT Object = Demo_GLATunnelNetwork TextLabel = CONTROLBAR:ConstructGLATunnelNetwork ButtonImage = SUTunnel ButtonBorderType = BUILD ; Identifier for the User as to what kind of button this is DescriptLabel = CONTROLBAR:ToolTipGLABuildTunnelNetwork End CommandButton Demo_Command_ConstructGLAArmsDealer Command = DOZER_CONSTRUCT Object = Demo_GLAArmsDealer TextLabel = CONTROLBAR:ConstructGLAArmsDealer ButtonImage = SUArmsDealer ButtonBorderType = BUILD ; Identifier for the User as to what kind of button this is DescriptLabel = CONTROLBAR:ToolTipGLABuildArmsDealer End CommandButton Demo_Command_ConstructGLACommandCenter Command = DOZER_CONSTRUCT Object = Demo_GLACommandCenter TextLabel = CONTROLBAR:ConstructGLACommandCenter ButtonImage = SUHeadquarters ButtonBorderType = BUILD ; Identifier for the User as to what kind of button this is DescriptLabel = CONTROLBAR:ToolTipGLABuildCommandCenter End CommandButton Demo_Command_ConstructGLADemoTrap Command = DOZER_CONSTRUCT Object = Demo_GLADemoTrap TextLabel = CONTROLBAR:Demo_ConstructGLADemoTrap ButtonImage = SUAdvDeTrap ButtonBorderType = BUILD ; Identifier for the User as to what kind of button this is DescriptLabel = CONTROLBAR:ToolTipGLABUildDemoTrap End CommandButton Demo_Command_ConstructGLAInfantryRebel Command = UNIT_BUILD Object = Demo_GLAInfantryRebel TextLabel = CONTROLBAR:ConstructGLAInfantryRebel ButtonImage = SURebel ButtonBorderType = BUILD ; Identifier for the User as to what kind of button this is DescriptLabel = CONTROLBAR:ToolTipGLABuildRebel End CommandButton Demo_Command_ConstructGLAInfantryHijacker Command = UNIT_BUILD Object = Demo_GLAInfantryHijacker TextLabel = CONTROLBAR:ConstructGLAInfantryHijacker ButtonImage = SUHijacker ButtonBorderType = BUILD ; Identifier for the User as to what kind of button this is DescriptLabel = CONTROLBAR:ToolTipGLABuildHijacker End CommandButton Demo_Command_ConstructGLAInfantryRPGTrooper Command = UNIT_BUILD Object = Demo_GLAInfantryTunnelDefender TextLabel = CONTROLBAR:ConstructGLAInfantryRPGTrooper ButtonImage = SURPG ButtonBorderType = BUILD ; Identifier for the User as to what kind of button this is DescriptLabel = CONTROLBAR:ToolTipGLABuildRPGTrooper End CommandButton Demo_Command_ConstructGLAInfantryTerrorist Command = UNIT_BUILD Object = Demo_GLAInfantryTerrorist TextLabel = CONTROLBAR:ConstructGLAInfantryTerrorist ButtonImage = SUTerrorist ButtonBorderType = BUILD ; Identifier for the User as to what kind of button this is DescriptLabel = CONTROLBAR:ToolTipGLABuildTerrorist End CommandButton Demo_Command_ConstructGLAInfantryAngryMob Command = UNIT_BUILD Object = Demo_GLAInfantryAngryMobNexus TextLabel = CONTROLBAR:ConstructGLAInfantryAngryMob ButtonImage = SUAngryMob ButtonBorderType = BUILD ; Identifier for the User as to what kind of button this is DescriptLabel = CONTROLBAR:ToolTipGLABuildAngryMob End CommandButton Demo_Command_ConstructGLAInfantryJarmenKell Command = UNIT_BUILD Object = Demo_GLAInfantryJarmenKell TextLabel = CONTROLBAR:ConstructGLAInfantryJarmenKell ButtonImage = SUJermanKell1 ;NOTE: Asset spelling mistake ButtonBorderType = BUILD ; Identifier for the User as to what kind of button this is DescriptLabel = CONTROLBAR:ToolTipGLABuildJarmenKell End CommandButton Demo_Command_ConstructGLAVehicleRadarVan Command = UNIT_BUILD Object = Demo_GLAVehicleRadarVan TextLabel = CONTROLBAR:ConstructGLAVehicleRadarVan ButtonImage = SURadarVan ButtonBorderType = BUILD ; Identifier for the User as to what kind of button this is DescriptLabel = CONTROLBAR:ToolTipGLABuildRadarVan End CommandButton Demo_Command_ConstructGLAVehicleQuadCannon Command = UNIT_BUILD Object = Demo_GLAVehicleQuadCannon TextLabel = CONTROLBAR:ConstructGLAVehicleQuadCannon ButtonImage = SUQuadCannon ButtonBorderType = BUILD ; Identifier for the User as to what kind of button this is DescriptLabel = CONTROLBAR:ToolTipGLABuildQuadCannon End CommandButton Demo_Command_ConsturctGLATankScorpion Command = UNIT_BUILD Object = Demo_GLATankScorpion TextLabel = CONTROLBAR:ConstructGLATankScorpion ButtonImage = SUScorpion ButtonBorderType = BUILD ; Identifier for the User as to what kind of button this is DescriptLabel = CONTROLBAR:ToolTipGLABuildScorpion End CommandButton Demo_Command_ConstructGLAVehicleBombTruck Command = UNIT_BUILD Object = Demo_GLAVehicleBombTruck TextLabel = CONTROLBAR:ConstructGLAVehicleBombTruck ButtonImage = SUBombTruck ButtonBorderType = BUILD ; Identifier for the User as to what kind of button this is DescriptLabel = CONTROLBAR:ToolTipGLABuildBombTruck End CommandButton Demo_Command_ConstructGLAVehicleCombatBike Command = UNIT_BUILD Object = Demo_GLAVehicleCombatBike TextLabel = CONTROLBAR:ConstructGLAVehicleCombatBike ButtonImage = SUComBike_L ButtonBorderType = BUILD ; Identifier for the User as to what kind of button this is DescriptLabel = CONTROLBAR:ToolTipGLABuildCombatBikeTerrorist End CommandButton Demo_Command_RebelTimedDemoCharge Command = SPECIAL_POWER SpecialPower = Demo_SpecialAbilityDemoRebelTimedCharges Options = NEED_SPECIAL_POWER_SCIENCE OK_FOR_MULTI_SELECT NEED_TARGET_ENEMY_OBJECT NEED_TARGET_NEUTRAL_OBJECT TextLabel = CONTROLBAR:TimedDemoCharge ButtonImage = SSTimedDemo CursorName = PlaceTimedCharge InvalidCursorName = PlaceChargeInvalid ButtonBorderType = ACTION ; Identifier for the User as to what kind of button this is DescriptLabel = CONTROLBAR:ToolTipUSAFireBurtonTimedDemo ;UnitSpecificSound = DemoRebelVoiceModeDemo End CommandButton Demo_Command_KellTimedDemoCharge Command = SPECIAL_POWER SpecialPower = Demo_SpecialAbilityDemoKellTimedCharges Options = NEED_SPECIAL_POWER_SCIENCE OK_FOR_MULTI_SELECT NEED_TARGET_ENEMY_OBJECT NEED_TARGET_NEUTRAL_OBJECT TextLabel = CONTROLBAR:TimedDemoCharge ButtonImage = SSTimedDemo CursorName = PlaceTimedCharge InvalidCursorName = PlaceChargeInvalid ButtonBorderType = ACTION ; Identifier for the User as to what kind of button this is DescriptLabel = CONTROLBAR:ToolTipUSAFireBurtonTimedDemo UnitSpecificSound = DemoKellVoiceModeDemo End CommandButton Demo_Command_KellRemoteDemoCharge Command = SPECIAL_POWER SpecialPower = Demo_SpecialAbilityKellRemoteCharges Options = NEED_SPECIAL_POWER_SCIENCE OK_FOR_MULTI_SELECT NEED_TARGET_ENEMY_OBJECT NEED_TARGET_NEUTRAL_OBJECT CONTEXTMODE_COMMAND TextLabel = CONTROLBAR:RemoteDemoCharge ButtonImage = SSRemoteDemo CursorName = PlaceRemoteCharge InvalidCursorName = PlaceChargeInvalid ButtonBorderType = ACTION ; Identifier for the User as to what kind of button this is DescriptLabel = CONTROLBAR:ToolTipUSABurtonPlaceRemoteCharge UnitSpecificSound = DemoKellVoiceModeDemo End CommandButton Demo_Command_KellDetonateCharges Command = SPECIAL_POWER SpecialPower = Demo_SpecialAbilityKellRemoteCharges Options = NEED_SPECIAL_POWER_SCIENCE OK_FOR_MULTI_SELECT TextLabel = CONTROLBAR:DetonateCharges ButtonImage = SSDetonate ButtonBorderType = ACTION ; Identifier for the User as to what kind of button this is DescriptLabel = CONTROLBAR:ToolTipUSABurtonDetonateCharges End CommandButton Demo_Command_UpgradeGLADemoTrapHighExplosiveBomb Command = PLAYER_UPGRADE Upgrade = Demo_Upgrade_GLADemoTrapHighExplosiveBomb Options = OK_FOR_MULTI_SELECT TextLabel = CONTROLBAR:UpgradeGLAHighExplosiveDemoTraps ButtonImage = SUAdvDeTrap ButtonBorderType = BUILD ; Identifier for the User as to what kind of button this is DescriptLabel = CONTROLBAR:Demo_ToolTipGLAUpgradeHEBomb End CommandButton Demo_Command_ConstructGLAVehicleBattleBus Command = UNIT_BUILD Object = Demo_GLAVehicleBattleBus TextLabel = CONTROLBAR:ConstructGLAVehicleBattleBus ButtonImage = SUbattlebus ButtonBorderType = BUILD ; Identifier for the User as to what kind of button this is DescriptLabel = CONTROLBAR:ToolTipGLABuildBattleBus End CommandButton Demo_Command_ConstructGLAVehicleScudLauncher Command = UNIT_BUILD Object = Demo_GLAVehicleScudLauncher TextLabel = CONTROLBAR:ConstructGLAVehicleScudLauncher ButtonImage = SUScudLauncher ButtonBorderType = BUILD ; Identifier for the User as to what kind of button this is DescriptLabel = CONTROLBAR:ToolTipGLABuildSCUDLauncher End ;------------ ; NEW Stealth General ;-------------- CommandButton Slth_Command_ConstructGLAVehicleTechnical Command = UNIT_BUILD Object = Slth_GLAVehicleTechnical TextLabel = CONTROLBAR:ConstructGLAVehicleTechnical ButtonImage = SUTechnical ButtonBorderType = BUILD ; Identifier for the User as to what kind of button this is DescriptLabel = CONTROLBAR:ToolTipGLABuildTechnical End CommandButton Slth_Command_ConstructGLAVehicleToxinTruck Command = UNIT_BUILD Object = Slth_GLAVehicleToxinTruck TextLabel = CONTROLBAR:ConstructGLAVehicleToxinTruck ButtonImage = SUToxinTractor ButtonBorderType = BUILD ; Identifier for the User as to what kind of button this is DescriptLabel = CONTROLBAR:ToolTipGLABuildToxinTruck End CommandButton Slth_Command_GPSScramblerFromShortcut Command = SPECIAL_POWER_FROM_SHORTCUT SpecialPower = Slth_SuperweaponGPSScrambler Options = NEED_SPECIAL_POWER_SCIENCE NEED_TARGET_POS CONTEXTMODE_COMMAND Science = Slth_SCIENCE_GPSScrambler TextLabel = GUI:SuperweaponGPSScrambler ButtonImage = SUGPS01 ;ButtonBorderType = ACTION DescriptLabel = CONTROLBAR:TooltipFireGPSScrambler RadiusCursorType = RADAR InvalidCursorName = GenericInvalid End CommandButton Slth_Command_GPSScrambler Command = SPECIAL_POWER SpecialPower = Slth_SuperweaponGPSScrambler Options = NEED_SPECIAL_POWER_SCIENCE NEED_TARGET_POS CONTEXTMODE_COMMAND Science = Slth_SCIENCE_GPSScrambler TextLabel = CONTROLBAR:GPSScrambler ButtonImage = SUGPS01 ButtonBorderType = ACTION DescriptLabel = CONTROLBAR:TooltipFireGPSScrambler RadiusCursorType = RADAR InvalidCursorName = GenericInvalid End CommandButton Slth_Command_ConstructGLAWorker Command = UNIT_BUILD Object = Slth_GLAInfantryWorker TextLabel = CONTROLBAR:ConstructGLAWorker ButtonImage = SUWorker ButtonBorderType = BUILD ; Identifier for the User as to what kind of button this is DescriptLabel = CONTROLBAR:ToolTipGLABuildWorker End CommandButton Slth_Command_ConstructGLAInfantrySaboteur Command = UNIT_BUILD Object = Slth_GLAInfantrySaboteur TextLabel = CONTROLBAR:ConstructGLAInfantrySaboteur ButtonImage = SUSaboteur ButtonBorderType = BUILD ; Identifier for the User as to what kind of button this is DescriptLabel = CONTROLBAR:ToolTipGLABuildSaboteur End CommandButton Slth_Command_ConstructGLASupplyStash Command = DOZER_CONSTRUCT Object = Slth_GLASupplyStash TextLabel = CONTROLBAR:ConstructGLASupplyStash ButtonImage = SUSupplyCenter ButtonBorderType = BUILD ; Identifier for the User as to what kind of button this is DescriptLabel = CONTROLBAR:ToolTipGLABuildSupplyStash End CommandButton Slth_Command_ConstructGLAPalace Command = DOZER_CONSTRUCT Object = Slth_GLAPalace TextLabel = CONTROLBAR:ConstructGLAPalace ButtonImage = SUPalace ButtonBorderType = BUILD ; Identifier for the User as to what kind of button this is DescriptLabel = CONTROLBAR:ToolTipGLABuildPalace End CommandButton Slth_Command_ConstructGLABarracks Command = DOZER_CONSTRUCT Object = Slth_GLABarracks TextLabel = CONTROLBAR:ConstructGLABarracks ButtonImage = SUBarracks ButtonBorderType = BUILD ; Identifier for the User as to what kind of button this is DescriptLabel = CONTROLBAR:ToolTipGLABuildBarracks End CommandButton Slth_Command_ConstructGLABlackMarket Command = DOZER_CONSTRUCT Object = Slth_GLABlackMarket TextLabel = CONTROLBAR:ConstructGLABlackMarket ButtonImage = SUBlackMarket ButtonBorderType = BUILD ; Identifier for the User as to what kind of button this is DescriptLabel = CONTROLBAR:ToolTipGLABuildBlackMarket End CommandButton Slth_Command_ConstructGLAStingerSite Command = DOZER_CONSTRUCT Object = Slth_GLAStingerSite TextLabel = CONTROLBAR:ConstructGLAStingerSite ButtonImage = SUStinger ButtonBorderType = BUILD ; Identifier for the User as to what kind of button this is DescriptLabel = CONTROLBAR:ToolTipGLABuildStingerSite End CommandButton Slth_Command_ConstructGLAScudStorm Command = DOZER_CONSTRUCT Object = Slth_GLAScudStorm TextLabel = CONTROLBAR:ConstructGLAScudStorm ButtonImage = SUScudStorm ButtonBorderType = BUILD ; Identifier for the User as to what kind of button this is DescriptLabel = CONTROLBAR:ToolTipGLABuildScudStorm End CommandButton Slth_Command_ConstructGLATunnelNetwork Command = DOZER_CONSTRUCT Object = Slth_GLATunnelNetwork TextLabel = CONTROLBAR:ConstructGLATunnelNetwork ButtonImage = SUTunnel ButtonBorderType = BUILD ; Identifier for the User as to what kind of button this is DescriptLabel = CONTROLBAR:ToolTipGLABuildTunnelNetwork End CommandButton Slth_Command_ConstructGLAArmsDealer Command = DOZER_CONSTRUCT Object = Slth_GLAArmsDealer TextLabel = CONTROLBAR:ConstructGLAArmsDealer ButtonImage = SUArmsDealer ButtonBorderType = BUILD ; Identifier for the User as to what kind of button this is DescriptLabel = CONTROLBAR:ToolTipGLABuildArmsDealer End CommandButton Slth_Command_ConstructGLACommandCenter Command = DOZER_CONSTRUCT Object = Slth_GLACommandCenter TextLabel = CONTROLBAR:ConstructGLACommandCenter ButtonImage = SUHeadquarters ButtonBorderType = BUILD ; Identifier for the User as to what kind of button this is DescriptLabel = CONTROLBAR:ToolTipGLABuildCommandCenter End CommandButton Slth_Command_ConstructGLAInfantryRebel Command = UNIT_BUILD Object = Slth_GLAInfantryRebel TextLabel = CONTROLBAR:Slth_ConstructGLAInfantryRebel ButtonImage = SURebel ButtonBorderType = BUILD ; Identifier for the User as to what kind of button this is DescriptLabel = CONTROLBAR:ToolTipGLABuildRebel End CommandButton Slth_Command_ConstructGLADemoTrap Command = DOZER_CONSTRUCT Object = Slth_GLADemoTrap TextLabel = CONTROLBAR:ConstructGLADemoTrap ButtonImage = SSHideBomb ButtonBorderType = BUILD ; Identifier for the User as to what kind of button this is DescriptLabel = CONTROLBAR:ToolTipGLABUildDemoTrap End CommandButton Slth_Command_ConstructGLAInfantryHijacker Command = UNIT_BUILD Object = Slth_GLAInfantryHijacker TextLabel = CONTROLBAR:ConstructGLAInfantryHijacker ButtonImage = SUHijacker ButtonBorderType = BUILD ; Identifier for the User as to what kind of button this is DescriptLabel = CONTROLBAR:ToolTipGLABuildHijacker End CommandButton Slth_Command_ConstructGLAInfantryRPGTrooper Command = UNIT_BUILD Object = Slth_GLAInfantryTunnelDefender TextLabel = CONTROLBAR:ConstructGLAInfantryRPGTrooper ButtonImage = SURPG ButtonBorderType = BUILD ; Identifier for the User as to what kind of button this is DescriptLabel = CONTROLBAR:ToolTipGLABuildRPGTrooper End CommandButton Slth_Command_ConstructGLAInfantryTerrorist Command = UNIT_BUILD Object = Slth_GLAInfantryTerrorist TextLabel = CONTROLBAR:ConstructGLAInfantryTerrorist ButtonImage = SUTerrorist ButtonBorderType = BUILD ; Identifier for the User as to what kind of button this is DescriptLabel = CONTROLBAR:ToolTipGLABuildTerrorist End CommandButton Slth_Command_ConstructGLAInfantryAngryMob Command = UNIT_BUILD Object = Slth_GLAInfantryAngryMobNexus TextLabel = CONTROLBAR:ConstructGLAInfantryAngryMob ButtonImage = SUAngryMob ButtonBorderType = BUILD ; Identifier for the User as to what kind of button this is DescriptLabel = CONTROLBAR:ToolTipGLABuildAngryMob End CommandButton Slth_Command_ConstructGLAInfantryJarmenKell Command = UNIT_BUILD Object = Slth_GLAInfantryJarmenKell TextLabel = CONTROLBAR:ConstructGLAInfantryJarmenKell ButtonImage = SUJermanKell1 ;NOTE: Asset spelling mistake ButtonBorderType = BUILD ; Identifier for the User as to what kind of button this is DescriptLabel = CONTROLBAR:ToolTipGLABuildJarmenKell End CommandButton Slth_Command_ConstructGLAVehicleRadarVan Command = UNIT_BUILD Object = Slth_GLAVehicleRadarVan TextLabel = CONTROLBAR:ConstructGLAVehicleRadarVan ButtonImage = SURadarVan ButtonBorderType = BUILD ; Identifier for the User as to what kind of button this is DescriptLabel = CONTROLBAR:ToolTipGLABuildRadarVan End CommandButton Slth_Command_ConstructGLAVehicleQuadCannon Command = UNIT_BUILD Object = Slth_GLAVehicleQuadCannon TextLabel = CONTROLBAR:ConstructGLAVehicleQuadCannon ButtonImage = SUQuadCannon ButtonBorderType = BUILD ; Identifier for the User as to what kind of button this is DescriptLabel = CONTROLBAR:ToolTipGLABuildQuadCannon End CommandButton Slth_Command_ConstructGLAVehicleBombTruck Command = UNIT_BUILD Object = Slth_GLAVehicleBombTruck TextLabel = CONTROLBAR:ConstructGLAVehicleBombTruck ButtonImage = SUBombTruck ButtonBorderType = BUILD ; Identifier for the User as to what kind of button this is DescriptLabel = CONTROLBAR:ToolTipGLABuildBombTruck End CommandButton Slth_Command_ConstructGLAVehicleCombatBike Command = UNIT_BUILD Object = Slth_GLAVehicleCombatBike TextLabel = CONTROLBAR:ConstructGLAVehicleCombatBike ButtonImage = SUComBike ButtonBorderType = BUILD ; Identifier for the User as to what kind of button this is DescriptLabel = CONTROLBAR:ToolTipGLABuildCombatBike End CommandButton Slth_Command_ConstructGLAVehicleBattleBus Command = UNIT_BUILD Object = Slth_GLAVehicleBattleBus TextLabel = CONTROLBAR:ConstructGLAVehicleBattleBus ButtonImage = SUbattlebus ButtonBorderType = BUILD ; Identifier for the User as to what kind of button this is DescriptLabel = CONTROLBAR:ToolTipGLABuildBattleBus End CommandButton Slth_Command_ConstructGLAVehicleRocketBuggy Command = UNIT_BUILD Object = Slth_GLAVehicleRocketBuggy TextLabel = CONTROLBAR:ConstructGLAVehicleRocketBuggy ButtonImage = SURocketBuggy ButtonBorderType = BUILD ; Identifier for the User as to what kind of button this is DescriptLabel = CONTROLBAR:ToolTipGLABuildRocketBuggy End CommandButton Slth_Command_BattleBusBuildSlthTrap Command = FIRE_WEAPON WeaponSlot = PRIMARY Options = OK_FOR_MULTI_SELECT TextLabel = CONTROLBAR:ConstructGLASlthTrap ButtonImage = SSHideBomb ButtonBorderType = BUILD DescriptLabel = CONTROLBAR:ToolTipGLABUildSlthTrap End CommandButton Slth_Command_ConstructGLAVehicleScudLauncher Command = UNIT_BUILD Object = Slth_GLAVehicleScudLauncher TextLabel = CONTROLBAR:ConstructGLAVehicleScudLauncher ButtonImage = SUScudLauncher ButtonBorderType = BUILD ; Identifier for the User as to what kind of button this is DescriptLabel = CONTROLBAR:ToolTipGLABuildSCUDLauncher End CommandButton Slth_Command_DisguiseAsVehicle Command = SPECIAL_POWER SpecialPower = SpecialAbilityDisguiseAsVehicle Options = NEED_SPECIAL_POWER_SCIENCE OK_FOR_MULTI_SELECT NEED_TARGET_ENEMY_OBJECT NEED_TARGET_NEUTRAL_OBJECT NEED_TARGET_ALLY_OBJECT TextLabel = CONTROLBAR:DisguiseAsVehicle ButtonImage = SUBusDisg CursorName = DisguiseAsVehicle InvalidCursorName = GenericInvalid ButtonBorderType = UPGRADE ; Identifier for the User as to what kind of button this is DescriptLabel = CONTROLBAR:TooltipDisguiseAsVehicle UnitSpecificSound = BombTruckVoiceModeDisguise End CommandButton Slth_Command_ConstructFakeGLABlackMarket Command = DOZER_CONSTRUCT Object = Slth_FakeGLABlackMarket TextLabel = CONTROLBAR:ConstructFakeGLABlackMarket ButtonImage = SUBlckMarket_F ButtonBorderType = BUILD ; Identifier for the User as to what kind of button this is DescriptLabel = CONTROLBAR:ToolTipFakeGLABuilding End CommandButton Slth_Command_ConstructFakeGLAArmsDealer Command = DOZER_CONSTRUCT Object = Slth_FakeGLAArmsDealer TextLabel = CONTROLBAR:ConstructFakeGLAArmsDealer ButtonImage = SUArmsDealer_F ButtonBorderType = BUILD ; Identifier for the User as to what kind of button this is DescriptLabel = CONTROLBAR:ToolTipFakeGLABuilding End CommandButton Slth_Command_ConstructFakeGLASupplyStash Command = DOZER_CONSTRUCT Object = Slth_FakeGLASupplyStash TextLabel = CONTROLBAR:ConstructFakeGLASupplyStash ButtonImage = SUSpplyCtr_F ButtonBorderType = BUILD ; Identifier for the User as to what kind of button this is DescriptLabel = CONTROLBAR:ToolTipFakeGLABuilding End CommandButton Slth_Command_ConstructFakeGLABarracks Command = DOZER_CONSTRUCT Object = Slth_FakeGLABarracks TextLabel = CONTROLBAR:ConstructFakeGLABarracks ButtonImage = SUBarracks_F ButtonBorderType = BUILD ; Identifier for the User as to what kind of button this is DescriptLabel = CONTROLBAR:ToolTipFakeGLABuilding End CommandButton Slth_Command_ConstructFakeGLACommandCenter Command = DOZER_CONSTRUCT Object = Slth_FakeGLACommandCenter TextLabel = CONTROLBAR:ConstructFakeGLACommandCenter ButtonImage = SUHeadquarters_F ButtonBorderType = BUILD ; Identifier for the User as to what kind of button this is DescriptLabel = CONTROLBAR:ToolTipFakeGLABuilding End ;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;; ;; NEW Chemical General ;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;; CommandButton Chem_Command_ConstructFakeGLACommandCenter Command = DOZER_CONSTRUCT Object = Chem_FakeGLACommandCenter TextLabel = CONTROLBAR:ConstructFakeGLACommandCenter ButtonImage = SUHeadquarters_F ButtonBorderType = BUILD ; Identifier for the User as to what kind of button this is DescriptLabel = CONTROLBAR:ToolTipFakeGLABuilding End CommandButton Chem_Command_ConstructFakeGLABarracks Command = DOZER_CONSTRUCT Object = Chem_FakeGLABarracks TextLabel = CONTROLBAR:ConstructFakeGLABarracks ButtonImage = SUBarracks_F ButtonBorderType = BUILD ; Identifier for the User as to what kind of button this is DescriptLabel = CONTROLBAR:ToolTipFakeGLABuilding End CommandButton Chem_Command_ConstructFakeGLASupplyStash Command = DOZER_CONSTRUCT Object = Chem_FakeGLASupplyStash TextLabel = CONTROLBAR:ConstructFakeGLASupplyStash ButtonImage = SUSpplyCtr_F ButtonBorderType = BUILD ; Identifier for the User as to what kind of button this is DescriptLabel = CONTROLBAR:ToolTipFakeGLABuilding End CommandButton Chem_Command_ConstructFakeGLAArmsDealer Command = DOZER_CONSTRUCT Object = Chem_FakeGLAArmsDealer TextLabel = CONTROLBAR:ConstructFakeGLAArmsDealer ButtonImage = SUArmsDealer_F ButtonBorderType = BUILD ; Identifier for the User as to what kind of button this is DescriptLabel = CONTROLBAR:ToolTipFakeGLABuilding End CommandButton Chem_Command_ConstructFakeGLABlackMarket Command = DOZER_CONSTRUCT Object = Chem_FakeGLABlackMarket TextLabel = CONTROLBAR:ConstructFakeGLABlackMarket ButtonImage = SUBlckMarket_F ButtonBorderType = BUILD ; Identifier for the User as to what kind of button this is DescriptLabel = CONTROLBAR:ToolTipFakeGLABuilding End CommandButton Chem_Command_UpgradeGLAAPBullets Command = PLAYER_UPGRADE Upgrade = Upgrade_GLAAPBullets TextLabel = CONTROLBAR:UpgradeGLAAPBullets ButtonImage = SSAPShells ButtonBorderType = UPGRADE ; Identifier for the User as to what kind of button this is DescriptLabel = CONTROLBAR:Chem_ToolTipGLAUpgradeAPBullets End CommandButton Chem_Command_ConstructGLAVehicleBattleBus Command = UNIT_BUILD Object = Chem_GLAVehicleBattleBus TextLabel = CONTROLBAR:ConstructGLAVehicleBattleBus ButtonImage = SUbattlebus ButtonBorderType = BUILD ; Identifier for the User as to what kind of button this is DescriptLabel = CONTROLBAR:ToolTipGLABuildBattleBus End CommandButton Chem_Command_ConstructGLAVehicleCombatBike Command = UNIT_BUILD Object = Chem_GLAVehicleCombatBike TextLabel = CONTROLBAR:ConstructGLAVehicleCombatBike ButtonImage = SUComBike ButtonBorderType = BUILD ; Identifier for the User as to what kind of button this is DescriptLabel = CONTROLBAR:ToolTipGLABuildCombatBike End CommandButton Chem_Command_PurchaseScienceMarauderTank Command = PURCHASE_SCIENCE Science = SCIENCE_MarauderTank Object = GLATankMarauder ButtonImage = SUMarauder ButtonBorderType = UPGRADE ; Identifier for the User as to what kind of button this is End CommandButton Chem_Command_PurchaseScienceTechnicalTraining Command = PURCHASE_SCIENCE Science = SCIENCE_TechnicalTraining ButtonImage = SSTechTraining ButtonBorderType = UPGRADE ; Identifier for the User as to what kind of button this is End CommandButton Chem_Command_PurchaseScienceRebelAmbush1 Command = PURCHASE_SCIENCE Science = SCIENCE_RebelAmbush1 ButtonImage = SUToxAmbsh1 ButtonBorderType = UPGRADE ; Identifier for the User as to what kind of button this is End CommandButton Chem_Command_PurchaseScienceRebelAmbush2 Command = PURCHASE_SCIENCE Science = SCIENCE_RebelAmbush2 ButtonImage = SUToxAmbsh2 ButtonBorderType = UPGRADE ; Identifier for the User as to what kind of button this is End CommandButton Chem_Command_PurchaseScienceRebelAmbush3 Command = PURCHASE_SCIENCE Science = SCIENCE_RebelAmbush3 ButtonImage = SUToxAmbsh3 ButtonBorderType = UPGRADE ; Identifier for the User as to what kind of button this is End CommandButton Chem_Command_Ambush Command = SPECIAL_POWER SpecialPower = SuperweaponRebelAmbush Options = NEED_SPECIAL_POWER_SCIENCE NEED_TARGET_POS CONTEXTMODE_COMMAND Science = SCIENCE_RebelAmbush1 SCIENCE_RebelAmbush2 SCIENCE_RebelAmbush3 ;These will cause the buttons to change icons, nothing more TextLabel = CONTROLBAR:Ambush ButtonImage = SUToxAmbsh1 ButtonBorderType = ACTION ; Identifier for the User as to what kind of button this is DescriptLabel = CONTROLBAR:Chem_TooltipFireRebelAmbush RadiusCursorType = AMBUSH InvalidCursorName = GenericInvalid End CommandButton Chem_Command_AmbushFromShortcut Command = SPECIAL_POWER_FROM_SHORTCUT SpecialPower = SuperweaponRebelAmbush Options = NEED_SPECIAL_POWER_SCIENCE NEED_TARGET_POS CONTEXTMODE_COMMAND Science = SCIENCE_RebelAmbush1 SCIENCE_RebelAmbush2 SCIENCE_RebelAmbush3 ;These will cause the buttons to change icons, nothing more TextLabel = GUI:SuperweaponRebelAmbush ButtonImage = SUToxAmbsh1 ;ButtonBorderType = ACTION ; Identifier for the User as to what kind of button this is DescriptLabel = CONTROLBAR:Chem_TooltipFireRebelAmbush RadiusCursorType = AMBUSH InvalidCursorName = GenericInvalid End CommandButton Chem_Command_ConstructGLAInfantryRebel Command = UNIT_BUILD Object = Chem_GLAInfantryRebel TextLabel = CONTROLBAR:Chem_ConstructGLAInfantryRebel ButtonImage = SUToxinRebel ButtonBorderType = BUILD ; Identifier for the User as to what kind of button this is DescriptLabel = CONTROLBAR:Chem_ToolTipGLABuildRebel End CommandButton Chem_Command_ConstructGLAInfantryAngryMob Command = UNIT_BUILD Object = Chem_GLAInfantryAngryMobNexus TextLabel = CONTROLBAR:ConstructGLAInfantryAngryMob ButtonImage = SUAngryMob ButtonBorderType = BUILD ; Identifier for the User as to what kind of button this is DescriptLabel = CONTROLBAR:ToolTipGLABuildAngryMob End CommandButton Chem_Command_ConstructGLAInfantryRPGTrooper Command = UNIT_BUILD Object = Chem_GLAInfantryTunnelDefender TextLabel = CONTROLBAR:ConstructGLAInfantryRPGTrooper ButtonImage = SURPG ButtonBorderType = BUILD ; Identifier for the User as to what kind of button this is DescriptLabel = CONTROLBAR:ToolTipGLABuildRPGTrooper End CommandButton Chem_Command_UpgradeGLAAnthraxGamma Command = PLAYER_UPGRADE Upgrade = Chem_Upgrade_GLAAnthraxGamma TextLabel = CONTROLBAR:UpgradeGLAAnthraxGamma ButtonImage = SUAnthraxGamma ButtonBorderType = UPGRADE ; Identifier for the User as to what kind of button this is DescriptLabel = CONTROLBAR:ToolTipGLAUpgradeAnthraxGamma End CommandButton Chem_Command_ConstructGLAWorker Command = UNIT_BUILD Object = Chem_GLAInfantryWorker TextLabel = CONTROLBAR:ConstructGLAWorker ButtonImage = SUWorker ButtonBorderType = BUILD ; Identifier for the User as to what kind of button this is DescriptLabel = CONTROLBAR:ToolTipGLABuildWorker End CommandButton Chem_Command_ConstructGLAStingerSite Command = DOZER_CONSTRUCT Object = Chem_GLAStingerSite TextLabel = CONTROLBAR:ConstructGLAStingerSite ButtonImage = SUStinger ButtonBorderType = BUILD ; Identifier for the User as to what kind of button this is DescriptLabel = CONTROLBAR:ToolTipGLABuildStingerSite End CommandButton Chem_Command_ConstructGLATunnelNetwork Command = DOZER_CONSTRUCT Object = Chem_GLATunnelNetwork TextLabel = CONTROLBAR:Chem_ConstructGLATunnelNetwork ButtonImage = SUToxicTunnel ButtonBorderType = BUILD ; Identifier for the User as to what kind of button this is DescriptLabel = CONTROLBAR:Chem_ToolTipGLABuildTunnelNetwork End CommandButton Chem_Command_ConstructGLADemoTrap Command = DOZER_CONSTRUCT Object = Chem_GLADemoTrap TextLabel = CONTROLBAR:ConstructGLADemoTrap ButtonImage = SSHideBomb ButtonBorderType = BUILD ; Identifier for the User as to what kind of button this is DescriptLabel = CONTROLBAR:ToolTipGLABUildDemoTrap End CommandButton Chem_Command_ConstructGLACommandCenter Command = DOZER_CONSTRUCT Object = Chem_GLACommandCenter TextLabel = CONTROLBAR:ConstructGLACommandCenter ButtonImage = SUHeadquarters ButtonBorderType = BUILD ; Identifier for the User as to what kind of button this is DescriptLabel = CONTROLBAR:ToolTipGLABuildCommandCenter End CommandButton Chem_Command_ConstructGLAPalace Command = DOZER_CONSTRUCT Object = Chem_GLAPalace TextLabel = CONTROLBAR:ConstructGLAPalace ButtonImage = SUPalace ButtonBorderType = BUILD ; Identifier for the User as to what kind of button this is DescriptLabel = CONTROLBAR:ToolTipGLABuildPalace End CommandButton Chem_Command_ConstructGLAArmsDealer Command = DOZER_CONSTRUCT Object = Chem_GLAArmsDealer TextLabel = CONTROLBAR:ConstructGLAArmsDealer ButtonImage = SUArmsDealer ButtonBorderType = BUILD ; Identifier for the User as to what kind of button this is DescriptLabel = CONTROLBAR:ToolTipGLABuildArmsDealer End CommandButton Chem_Command_ConstructGLABarracks Command = DOZER_CONSTRUCT Object = Chem_GLABarracks TextLabel = CONTROLBAR:ConstructGLABarracks ButtonImage = SUBarracks ButtonBorderType = BUILD ; Identifier for the User as to what kind of button this is DescriptLabel = CONTROLBAR:ToolTipGLABuildBarracks End CommandButton Chem_Command_ConstructGLASupplyStash Command = DOZER_CONSTRUCT Object = Chem_GLASupplyStash TextLabel = CONTROLBAR:ConstructGLASupplyStash ButtonImage = SUSupplyCenter ButtonBorderType = BUILD ; Identifier for the User as to what kind of button this is DescriptLabel = CONTROLBAR:ToolTipGLABuildSupplyStash End CommandButton Chem_Command_ConstructGLABlackMarket Command = DOZER_CONSTRUCT Object = Chem_GLABlackMarket TextLabel = CONTROLBAR:ConstructGLABlackMarket ButtonImage = SUBlackMarket ButtonBorderType = BUILD ; Identifier for the User as to what kind of button this is DescriptLabel = CONTROLBAR:ToolTipGLABuildBlackMarket End CommandButton Chem_Command_ConstructGLAVehicleToxinTruck Command = UNIT_BUILD Object = Chem_GLAVehicleToxinTruck TextLabel = CONTROLBAR:ConstructGLAVehicleToxinTruck ButtonImage = SUToxinTractor ButtonBorderType = BUILD ; Identifier for the User as to what kind of button this is DescriptLabel = CONTROLBAR:ToolTipGLABuildToxinTruck End CommandButton Chem_Command_ConstructGLAScudStorm Command = DOZER_CONSTRUCT Object = Chem_GLAScudStorm TextLabel = CONTROLBAR:ConstructGLAScudStorm ButtonImage = SUScudStorm ButtonBorderType = BUILD ; Identifier for the User as to what kind of button this is DescriptLabel = CONTROLBAR:ToolTipGLABuildScudStorm End CommandButton Chem_Command_ConstructGLATankScorpion Command = UNIT_BUILD Object = Chem_GLATankScorpion TextLabel = CONTROLBAR:ConstructGLATankScorpion ButtonImage = SUScorpion ButtonBorderType = BUILD ; Identifier for the User as to what kind of button this is DescriptLabel = CONTROLBAR:ToolTipGLABuildScorpion End CommandButton Chem_Command_ConstructGLAVehicleBombTruck Command = UNIT_BUILD Object = Chem_GLAVehicleBombTruck TextLabel = CONTROLBAR:ConstructGLAVehicleBombTruck ButtonImage = SUBombTruck ButtonBorderType = BUILD ; Identifier for the User as to what kind of button this is DescriptLabel = CONTROLBAR:ToolTipGLABuildBombTruck End CommandButton Chem_Command_ConstructGLAVehicleRadarVan Command = UNIT_BUILD Object = Chem_GLAVehicleRadarVan TextLabel = CONTROLBAR:ConstructGLAVehicleRadarVan ButtonImage = SURadarVan ButtonBorderType = BUILD ; Identifier for the User as to what kind of button this is DescriptLabel = CONTROLBAR:ToolTipGLABuildRadarVan End CommandButton Chem_Command_ConstructGLAVehicleQuadCannon Command = UNIT_BUILD Object = Chem_GLAVehicleQuadCannon TextLabel = CONTROLBAR:ConstructGLAVehicleQuadCannon ButtonImage = SUQuadCannon ButtonBorderType = BUILD ; Identifier for the User as to what kind of button this is DescriptLabel = CONTROLBAR:ToolTipGLABuildQuadCannon End CommandButton Chem_Command_ConstructGLAVehicleScudLauncher Command = UNIT_BUILD Object = Chem_GLAVehicleScudLauncher TextLabel = CONTROLBAR:ConstructGLAVehicleScudLauncher ButtonImage = SUScudLauncher ButtonBorderType = BUILD ; Identifier for the User as to what kind of button this is DescriptLabel = CONTROLBAR:ToolTipGLABuildSCUDLauncher End CommandButton Chem_Command_ConstructGLAInfantryJarmenKell Command = UNIT_BUILD Object = Chem_GLAInfantryJarmenKell TextLabel = CONTROLBAR:ConstructGLAInfantryJarmenKell ButtonImage = SUJermanKell1 ;NOTE: Asset spelling mistake ButtonBorderType = BUILD ; Identifier for the User as to what kind of button this is DescriptLabel = CONTROLBAR:ToolTipGLABuildJarmenKell End CommandButton Chem_Command_ConstructGLAInfantryTerrorist Command = UNIT_BUILD Object = Chem_GLAInfantryTerrorist TextLabel = CONTROLBAR:Chem_ConstructGLAInfantryTerrorist ButtonImage = SUTerrorist ButtonBorderType = BUILD ; Identifier for the User as to what kind of button this is DescriptLabel = CONTROLBAR:Chem_ToolTipGLABuildTerrorist End CommandButton Chem_Command_ConstructGLAVehicleRocketBuggy Command = UNIT_BUILD Object = Chem_GLAVehicleRocketBuggy TextLabel = CONTROLBAR:ConstructGLAVehicleRocketBuggy ButtonImage = SURocketBuggy ButtonBorderType = BUILD ; Identifier for the User as to what kind of button this is DescriptLabel = CONTROLBAR:ToolTipGLABuildRocketBuggy End CommandButton Chem_Command_ConstructGLAVehicleTechnical Command = UNIT_BUILD Object = Chem_GLAVehicleTechnical TextLabel = CONTROLBAR:ConstructGLAVehicleTechnical ButtonImage = SUTechnical ButtonBorderType = BUILD ; Identifier for the User as to what kind of button this is DescriptLabel = CONTROLBAR:ToolTipGLABuildTechnical End CommandButton Chem_Command_ConstructGLATankMarauder Command = UNIT_BUILD Object = Chem_GLATankMarauder TextLabel = CONTROLBAR:ConstructGLATankMarauder ButtonImage = SUMarauder ButtonBorderType = BUILD ; Identifier for the User as to what kind of button this is DescriptLabel = CONTROLBAR:ToolTipGLABuildMarauder End CommandButton GC_Chem_Command_PurchaseScienceRebelAmbush1 Command = PURCHASE_SCIENCE Science = SCIENCE_RebelAmbush1 ButtonImage = SUToxAmbsh1 ButtonBorderType = UPGRADE ; Identifier for the User as to what kind of button this is End CommandButton GC_Chem_Command_PurchaseScienceRebelAmbush2 Command = PURCHASE_SCIENCE Science = SCIENCE_RebelAmbush2 ButtonImage = SUToxAmbsh2 ButtonBorderType = UPGRADE ; Identifier for the User as to what kind of button this is End CommandButton GC_Chem_Command_PurchaseScienceRebelAmbush3 Command = PURCHASE_SCIENCE Science = SCIENCE_RebelAmbush3 ButtonImage = SUToxAmbsh3 ButtonBorderType = UPGRADE ; Identifier for the User as to what kind of button this is End CommandButton GC_Chem_Command_Ambush Command = SPECIAL_POWER SpecialPower = SuperweaponRebelAmbush Options = NEED_SPECIAL_POWER_SCIENCE NEED_TARGET_POS CONTEXTMODE_COMMAND Science = SCIENCE_RebelAmbush1 SCIENCE_RebelAmbush2 SCIENCE_RebelAmbush3 ;These will cause the buttons to change icons, nothing more TextLabel = CONTROLBAR:Ambush ButtonImage = SUToxAmbsh1 ButtonBorderType = ACTION ; Identifier for the User as to what kind of button this is DescriptLabel = CONTROLBAR:TooltipFireRebelAmbush RadiusCursorType = AMBUSH InvalidCursorName = GenericInvalid End CommandButton GC_Chem_Command_AmbushFromShortcut Command = SPECIAL_POWER_FROM_SHORTCUT SpecialPower = SuperweaponRebelAmbush Options = NEED_SPECIAL_POWER_SCIENCE NEED_TARGET_POS CONTEXTMODE_COMMAND Science = SCIENCE_RebelAmbush1 SCIENCE_RebelAmbush2 SCIENCE_RebelAmbush3 ;These will cause the buttons to change icons, nothing more TextLabel = GUI:SuperweaponRebelAmbush ButtonImage = SUToxAmbsh1 ;ButtonBorderType = ACTION ; Identifier for the User as to what kind of button this is DescriptLabel = CONTROLBAR:TooltipFireRebelAmbush RadiusCursorType = AMBUSH InvalidCursorName = GenericInvalid End CommandButton GC_Chem_Command_ConstructGLAInfantryRebel Command = UNIT_BUILD Object = GC_Chem_GLAInfantryRebel TextLabel = CONTROLBAR:ConstructGLAInfantryRebel ButtonImage = SUToxinRebel ButtonBorderType = BUILD ; Identifier for the User as to what kind of button this is DescriptLabel = CONTROLBAR:ToolTipGLABuildRebel End CommandButton GC_Chem_Command_ConstructGLAInfantryRPGTrooper Command = UNIT_BUILD Object = GC_Chem_GLAInfantryTunnelDefender TextLabel = CONTROLBAR:ConstructGLAInfantryRPGTrooper ButtonImage = SUToxinRPG ButtonBorderType = BUILD ; Identifier for the User as to what kind of button this is DescriptLabel = CONTROLBAR:ToolTipGLABuildRPGTrooper End CommandButton GC_Chem_Command_UpgradeGLAAnthraxGamma Command = PLAYER_UPGRADE Upgrade = Chem_Upgrade_GLAAnthraxGamma TextLabel = CONTROLBAR:UpgradeGLAAnthraxGamma ButtonImage = SUAnthraxGamma ButtonBorderType = UPGRADE ; Identifier for the User as to what kind of button this is DescriptLabel = CONTROLBAR:ToolTipGLAUpgradeAnthraxGamma End CommandButton GC_Chem_Command_ConstructGLAWorker Command = UNIT_BUILD Object = GC_Chem_GLAInfantryWorker TextLabel = CONTROLBAR:ConstructGLAWorker ButtonImage = SUWorker ButtonBorderType = BUILD ; Identifier for the User as to what kind of button this is DescriptLabel = CONTROLBAR:ToolTipGLABuildWorker End CommandButton GC_Chem_Command_ConstructGLAStingerSite Command = DOZER_CONSTRUCT Object = GC_Chem_GLAStingerSite TextLabel = CONTROLBAR:ConstructGLAStingerSite ButtonImage = SUStinger ButtonBorderType = BUILD ; Identifier for the User as to what kind of button this is DescriptLabel = CONTROLBAR:ToolTipGLABuildStingerSite End CommandButton GC_Chem_Command_ConstructGLATunnelNetwork Command = DOZER_CONSTRUCT Object = GC_Chem_GLATunnelNetwork TextLabel = CONTROLBAR:ConstructGLATunnelNetwork ButtonImage = SUTunnel ButtonBorderType = BUILD ; Identifier for the User as to what kind of button this is DescriptLabel = CONTROLBAR:ToolTipGLABuildTunnelNetwork End CommandButton GC_Chem_Command_ConstructGLADemoTrap Command = DOZER_CONSTRUCT Object = GC_Chem_GLADemoTrap TextLabel = CONTROLBAR:ConstructGLADemoTrap ButtonImage = SSHideBomb ButtonBorderType = BUILD ; Identifier for the User as to what kind of button this is DescriptLabel = CONTROLBAR:ToolTipGLABUildDemoTrap End CommandButton GC_Chem_Command_ConstructGLACommandCenter Command = DOZER_CONSTRUCT Object = GC_Chem_GLACommandCenter TextLabel = CONTROLBAR:ConstructGLACommandCenter ButtonImage = SUHeadquarters ButtonBorderType = BUILD ; Identifier for the User as to what kind of button this is DescriptLabel = CONTROLBAR:ToolTipGLABuildCommandCenter End CommandButton GC_Chem_Command_ConstructGLAPalace Command = DOZER_CONSTRUCT Object = GC_Chem_GLAPalace TextLabel = CONTROLBAR:ConstructGLAPalace ButtonImage = SUPalace ButtonBorderType = BUILD ; Identifier for the User as to what kind of button this is DescriptLabel = CONTROLBAR:ToolTipGLABuildPalace End CommandButton GC_Chem_Command_ConstructGLAArmsDealer Command = DOZER_CONSTRUCT Object = GC_Chem_GLAArmsDealer TextLabel = CONTROLBAR:ConstructGLAArmsDealer ButtonImage = SUArmsDealer ButtonBorderType = BUILD ; Identifier for the User as to what kind of button this is DescriptLabel = CONTROLBAR:ToolTipGLABuildArmsDealer End CommandButton GC_Chem_Command_ConstructGLABarracks Command = DOZER_CONSTRUCT Object = GC_Chem_GLABarracks TextLabel = CONTROLBAR:ConstructGLABarracks ButtonImage = SUBarracks ButtonBorderType = BUILD ; Identifier for the User as to what kind of button this is DescriptLabel = CONTROLBAR:ToolTipGLABuildBarracks End CommandButton GC_Chem_Command_ConstructGLASupplyStash Command = DOZER_CONSTRUCT Object = GC_Chem_GLASupplyStash TextLabel = CONTROLBAR:ConstructGLASupplyStash ButtonImage = SUSupplyCenter ButtonBorderType = BUILD ; Identifier for the User as to what kind of button this is DescriptLabel = CONTROLBAR:ToolTipGLABuildSupplyStash End CommandButton GC_Chem_Command_ConstructGLABlackMarket Command = DOZER_CONSTRUCT Object = GC_Chem_GLABlackMarket TextLabel = CONTROLBAR:ConstructGLABlackMarket ButtonImage = SUBlackMarket ButtonBorderType = BUILD ; Identifier for the User as to what kind of button this is DescriptLabel = CONTROLBAR:ToolTipGLABuildBlackMarket End CommandButton GC_Chem_Command_ConstructGLAVehicleToxinTruck Command = UNIT_BUILD Object = GC_Chem_GLAVehicleToxinTruck TextLabel = CONTROLBAR:ConstructGLAVehicleToxinTruck ButtonImage = SUToxinTractor ButtonBorderType = BUILD ; Identifier for the User as to what kind of button this is DescriptLabel = CONTROLBAR:ToolTipGLABuildToxinTruck End CommandButton GC_Chem_Command_ConstructGLAScudStorm Command = DOZER_CONSTRUCT Object = GC_Chem_GLAScudStorm TextLabel = CONTROLBAR:ConstructGLAScudStorm ButtonImage = SUScudStorm ButtonBorderType = BUILD ; Identifier for the User as to what kind of button this is DescriptLabel = CONTROLBAR:ToolTipGLABuildScudStorm End CommandButton GC_Chem_Command_ConstructGLATankScorpion Command = UNIT_BUILD Object = GC_Chem_GLATankScorpion TextLabel = CONTROLBAR:ConstructGLATankScorpion ButtonImage = SUScorpion ButtonBorderType = BUILD ; Identifier for the User as to what kind of button this is DescriptLabel = CONTROLBAR:ToolTipGLABuildScorpion End CommandButton GC_Chem_Command_ConstructGLAVehicleBombTruck Command = UNIT_BUILD Object = GC_Chem_GLAVehicleBombTruck TextLabel = CONTROLBAR:ConstructGLAVehicleBombTruck ButtonImage = SUBombTruck ButtonBorderType = BUILD ; Identifier for the User as to what kind of button this is DescriptLabel = CONTROLBAR:ToolTipGLABuildBombTruck End CommandButton GC_Chem_Command_ConstructGLAVehicleRadarVan Command = UNIT_BUILD Object = GC_Chem_GLAVehicleRadarVan TextLabel = CONTROLBAR:ConstructGLAVehicleRadarVan ButtonImage = SURadarVan ButtonBorderType = BUILD ; Identifier for the User as to what kind of button this is DescriptLabel = CONTROLBAR:ToolTipGLABuildRadarVan End CommandButton GC_Chem_Command_ConstructGLAVehicleQuadCannon Command = UNIT_BUILD Object = GC_Chem_GLAVehicleQuadCannon TextLabel = CONTROLBAR:ConstructGLAVehicleQuadCannon ButtonImage = SUQuadCannon ButtonBorderType = BUILD ; Identifier for the User as to what kind of button this is DescriptLabel = CONTROLBAR:ToolTipGLABuildQuadCannon End CommandButton GC_Chem_Command_ConstructGLAVehicleScudLauncher Command = UNIT_BUILD Object = GC_Chem_GLAVehicleScudLauncher TextLabel = CONTROLBAR:ConstructGLAVehicleScudLauncher ButtonImage = SUScudLauncher ButtonBorderType = BUILD ; Identifier for the User as to what kind of button this is DescriptLabel = CONTROLBAR:ToolTipGLABuildSCUDLauncher End CommandButton GC_Chem_Command_ConstructGLAInfantryHijacker Command = UNIT_BUILD Object = GC_Chem_GLAInfantryHijacker TextLabel = CONTROLBAR:ConstructGLAInfantryHijacker ButtonImage = SUHijacker ButtonBorderType = BUILD ; Identifier for the User as to what kind of button this is DescriptLabel = CONTROLBAR:ToolTipGLABuildHijacker End CommandButton GC_Chem_Command_ConstructGLAInfantryJarmenKell Command = UNIT_BUILD Object = GC_Chem_GLAInfantryJarmenKell TextLabel = CONTROLBAR:ConstructGLAInfantryJarmenKell ButtonImage = SUJermanKell1 ;NOTE: Asset spelling mistake ButtonBorderType = BUILD ; Identifier for the User as to what kind of button this is DescriptLabel = CONTROLBAR:ToolTipGLABuildJarmenKell End CommandButton GC_Chem_Command_ConstructGLAInfantryTerrorist Command = UNIT_BUILD Object = GC_Chem_GLAInfantryTerrorist TextLabel = CONTROLBAR:ConstructGLAInfantryTerrorist ButtonImage = SUTerrorist ButtonBorderType = BUILD ; Identifier for the User as to what kind of button this is DescriptLabel = CONTROLBAR:ToolTipGLABuildTerrorist End ;---------------------------------------------------------------------------------------- ; NEW Nuke General ;---------------------------------------------------------------------------------------- CommandButton Nuke_Command_ConstructChinaVehicleListeningOutpost Command = UNIT_BUILD Object = Nuke_ChinaVehicleListeningOutpost TextLabel = CONTROLBAR:ConstructChinaVehicleListeningOutpost ButtonImage = NVLOutpost ButtonBorderType = BUILD ; Identifier for the User as to what kind of button this is DescriptLabel = CONTROLBAR:ToolTipChinaBuildListeningOutpost End CommandButton Nuke_Command_ConstructChinaVehicleInfernoCannon Command = UNIT_BUILD Object = Nuke_ChinaVehicleInfernoCannon TextLabel = CONTROLBAR:ConstructChinaVehicleInfernoCannon ButtonImage = SNInferno ButtonBorderType = BUILD ; Identifier for the User as to what kind of button this is DescriptLabel = CONTROLBAR:ToolTipChinaBuildInfernoCannon End CommandButton Nuke_Command_ConstructChinaVehicleTroopCrawler Command = UNIT_BUILD Object = Nuke_ChinaVehicleTroopCrawler TextLabel = CONTROLBAR:ConstructChinaVehicleTroopCrawler ButtonImage = SNTransport ButtonBorderType = BUILD ; Identifier for the User as to what kind of button this is DescriptLabel = CONTROLBAR:ToolTipChinaBuildTroopCrawler End CommandButton Nuke_Command_ConstructChinaTankECM Command = UNIT_BUILD Object = Nuke_ChinaTankECM TextLabel = CONTROLBAR:ConstructChinaTankECM ButtonImage = SNbanshee ButtonBorderType = BUILD ; Identifier for the User as to what kind of button this is DescriptLabel = CONTROLBAR:ToolTipChinaBuildECM End CommandButton Nuke_Command_ConstructChinaTankDragon Command = UNIT_BUILD Object = Nuke_ChinaTankDragon TextLabel = CONTROLBAR:ConstructChinaTankDragon ButtonImage = SNDragonTank ButtonBorderType = BUILD ; Identifier for the User as to what kind of button this is DescriptLabel = CONTROLBAR:ToolTipChinaBuildDragonTank End CommandButton Nuke_Command_ConstructChinaPowerPlant Command = DOZER_CONSTRUCT Object = Nuke_ChinaPowerPlant TextLabel = CONTROLBAR:Nuke_ConstructChinaPowerPlant ButtonImage = SNAdvReactor ButtonBorderType = BUILD ; Identifier for the User as to what kind of button this is DescriptLabel = CONTROLBAR:Nuke_ToolTipChinaBuildPowerPlant End CommandButton Nuke_Command_ConstructChinaVehicleSupplyTruck Command = UNIT_BUILD Object = Nuke_ChinaVehicleSupplyTruck TextLabel = CONTROLBAR:ConstructChinaVehicleSupplyTruck ButtonImage = SNSupplyTruck ButtonBorderType = BUILD ; Identifier for the User as to what kind of button this is DescriptLabel = CONTROLBAR:ToolTipChinaBuildSupplyTruck End CommandButton Nuke_Command_ConstructChinaDozer Command = UNIT_BUILD Object = Nuke_ChinaVehicleDozer TextLabel = CONTROLBAR:ConstructChinaDozer ButtonImage = SNDozer ButtonBorderType = BUILD ; Identifier for the User as to what kind of button this is DescriptLabel = CONTROLBAR:ToolTipChinaBuildDozer End CommandButton Nuke_Command_ConstructChinaTankBattleMaster Command = UNIT_BUILD Object = Nuke_ChinaTankBattleMaster TextLabel = CONTROLBAR:ConstructGLATankBattleMaster ButtonImage = SNBattlemaster ButtonBorderType = BUILD ; Identifier for the User as to what kind of button this is DescriptLabel = CONTROLBAR:ToolTipChinaBuildBattlemaster End CommandButton Nuke_Command_ConstructChinaTankOverlord Command = UNIT_BUILD Object = Nuke_ChinaTankOverlord TextLabel = CONTROLBAR:ConstructChinaTankOverlord ButtonImage = SNOverlord ButtonBorderType = BUILD ; Identifier for the User as to what kind of button this is DescriptLabel = CONTROLBAR:ToolTipChinaBuildOverlord End CommandButton Nuke_Command_ConstructChinaPropagandaCenter Command = DOZER_CONSTRUCT Object = Nuke_ChinaPropagandaCenter TextLabel = CONTROLBAR:ConstructChinaPropagandaCenter ButtonImage = SNPropCentr ButtonBorderType = BUILD ; Identifier for the User as to what kind of button this is DescriptLabel = CONTROLBAR:ToolTipChinaBuildPropagandaCenter End CommandButton Nuke_Command_ConstructChinaWarFactory Command = DOZER_CONSTRUCT Object = Nuke_ChinaWarFactory TextLabel = CONTROLBAR:ConstructChinaWarFactory ButtonImage = SNWarFact ButtonBorderType = BUILD ; Identifier for the User as to what kind of button this is DescriptLabel = CONTROLBAR:ToolTipChinaBuildWarFactory End CommandButton Nuke_Command_ConstructChinaSupplyCenter Command = DOZER_CONSTRUCT Object = Nuke_ChinaSupplyCenter TextLabel = CONTROLBAR:ConstructChinaSupplyCenter ButtonImage = SNSupplyCenter ButtonBorderType = BUILD ; Identifier for the User as to what kind of button this is DescriptLabel = CONTROLBAR:ToolTipChinaBuildSupplyCenter End CommandButton Nuke_Command_ConstructChinaGattlingCannon Command = DOZER_CONSTRUCT Object = Nuke_ChinaGattlingCannon TextLabel = CONTROLBAR:ConstructChinaGattlingCannon ButtonImage = SNGatTower ButtonBorderType = BUILD ; Identifier for the User as to what kind of button this is DescriptLabel = CONTROLBAR:ToolTipChinaBuildGattlingCannon End CommandButton Nuke_Command_ConstructChinaCommandCenter Command = DOZER_CONSTRUCT Object = Nuke_ChinaCommandCenter TextLabel = CONTROLBAR:ConstructChinaCommandCenter ButtonImage = SNComCentr ButtonBorderType = BUILD ; Identifier for the User as to what kind of button this is DescriptLabel = CONTROLBAR:ToolTipChinaBuildCommandCenter End CommandButton Nuke_Command_ConstructChinaTankGattling Command = UNIT_BUILD Object = Nuke_ChinaTankGattling TextLabel = CONTROLBAR:ConstructChinaTankGattling ButtonImage = SNGatlingTank ButtonBorderType = BUILD ; Identifier for the User as to what kind of button this is DescriptLabel = CONTROLBAR:ToolTipChinaBuildGattlingTank End CommandButton Nuke_Command_ConstructChinaBarracks Command = DOZER_CONSTRUCT Object = Nuke_ChinaBarracks TextLabel = CONTROLBAR:ConstructChinaBarracks ButtonImage = SNBarracks ButtonBorderType = BUILD ; Identifier for the User as to what kind of button this is DescriptLabel = CONTROLBAR:ToolTipChinaBuildBarracks End CommandButton Nuke_Command_ConstructChinaInfantryHacker Command = UNIT_BUILD Object = Nuke_ChinaInfantryHacker TextLabel = CONTROLBAR:ConstructChinaInfantryHacker ButtonImage = SNHacker2 ButtonBorderType = BUILD ; Identifier for the User as to what kind of button this is DescriptLabel = CONTROLBAR:ToolTipChinaBuildHacker End CommandButton Nuke_Command_ConstructChinaInfantryBlackLotus Command = UNIT_BUILD Object = Nuke_ChinaInfantryBlackLotus TextLabel = CONTROLBAR:ConstructChinaInfantryBlackLotus ButtonImage = SNBLKLotus2 ButtonBorderType = BUILD ; Identifier for the User as to what kind of button this i DescriptLabel = CONTROLBAR:ToolTipChinaBuildBlackLotus End CommandButton Nuke_Command_ConstructChinaInfantryRedguard Command = UNIT_BUILD Object = Nuke_ChinaInfantryRedguard TextLabel = CONTROLBAR:ConstructChinaInfantryRedguard ButtonImage = SNRedGuard ButtonBorderType = BUILD ; Identifier for the User as to what kind of button this is DescriptLabel = CONTROLBAR:ToolTipChinaBuildRedguard End CommandButton Nuke_Command_ConstructChinaNuclearMissileLauncher Command = DOZER_CONSTRUCT Object = Nuke_ChinaNuclearMissileLauncher TextLabel = CONTROLBAR:ConstructChinaNuclearMissileLauncher ButtonImage = SNNukeMisl ButtonBorderType = BUILD ; Identifier for the User as to what kind of button this is DescriptLabel = CONTROLBAR:ToolTipChinaBuildNuclearMissileLauncher End CommandButton Nuke_Command_ConstructChinaSpeakerTower Command = DOZER_CONSTRUCT Object = Nuke_ChinaSpeakerTower TextLabel = CONTROLBAR:ConstructChinaSpeakerTower ButtonImage = SNPropSpeaker ButtonBorderType = BUILD ; Identifier for the User as to what kind of button this is DescriptLabel = CONTROLBAR:ToolTipChinaBuildSpeakerTower End CommandButton Nuke_Command_ConstructChinaBunker Command = DOZER_CONSTRUCT Object = Nuke_ChinaBunker TextLabel = CONTROLBAR:ConstructChinaBunker ButtonImage = SNBunker ButtonBorderType = BUILD ; Identifier for the User as to what kind of button this is DescriptLabel = CONTROLBAR:ToolTipChinaBuildBunker End CommandButton Nuke_Command_ConstructChinaAirfield Command = DOZER_CONSTRUCT Object = Nuke_ChinaAirfield TextLabel = CONTROLBAR:ConstructChinaAirfield ButtonImage = SNAirfield ButtonBorderType = BUILD ; Identifier for the User as to what kind of button this is DescriptLabel = CONTROLBAR:ToolTipChinaBuildAirField End CommandButton Nuke_Command_ConstructChinaInternetCenter Command = DOZER_CONSTRUCT Object = Nuke_ChinaInternetCenter TextLabel = CONTROLBAR:ConstructChinaInternetCenter ButtonImage = SNIntCnt ButtonBorderType = BUILD ; Identifier for the User as to what kind of button this is DescriptLabel = CONTROLBAR:ToolTipChinaBuildInternetCenter End CommandButton Nuke_Command_ConstructChinaInfantryTankHunter Command = UNIT_BUILD Object = Nuke_ChinaInfantryTankHunter TextLabel = CONTROLBAR:ConstructChinaInfantryTankHunter ButtonImage = SNTankHunter ButtonBorderType = BUILD ; Identifier for the User as to what kind of button this is DescriptLabel = CONTROLBAR:ToolTipChinaBuildTankHunter End CommandButton Nuke_Command_ConstructChinaVehicleHelix Command = UNIT_BUILD Object = Nuke_ChinaVehicleHelix TextLabel = CONTROLBAR:ConstructChinaVehicleHelix ButtonImage = SNHelix ButtonBorderType = BUILD ; Identifier for the User as to what kind of button this is DescriptLabel = CONTROLBAR:Nuke_ToolTipChinaBuildHelix End CommandButton Nuke_Command_ConstructChinaVehicleNukeLauncher Command = UNIT_BUILD Object = Nuke_ChinaVehicleNukeLauncher TextLabel = CONTROLBAR:ConstructChinaVehicleNukeLauncher ButtonImage = SNNukeCannon ButtonBorderType = BUILD ; Identifier for the User as to what kind of button this is DescriptLabel = CONTROLBAR:ToolTipChinaBuildNukeLauncher End CommandButton Nuke_Command_UpgradeChinaWGUraniumShells Command = PLAYER_UPGRADE Upgrade = Nuke_Upgrade_ChinaWGUraniumShells Options = IGNORES_UNDERPOWERED TextLabel = CONTROLBAR:UpgradeChinaWGUraniumShells ButtonImage = SNUrShells ButtonBorderType = UPGRADE ; Identifier for the User as to what kind of button this is DescriptLabel = CONTROLBAR:TooltipUpgradeChinaWGUraniumShells End CommandButton Nuke_Command_UpgradeChinaFusionReactors Command = PLAYER_UPGRADE Upgrade = Nuke_Upgrade_ChinaFusionReactors Options = IGNORES_UNDERPOWERED TextLabel = CONTROLBAR:UpgradeChinaFusionReactors ButtonImage = SNAdvReactor ButtonBorderType = UPGRADE ; Identifier for the User as to what kind of button this is DescriptLabel = CONTROLBAR:TooltipUpgradeChinaNuclearTanks End CommandButton Nuke_Command_UpgradeChinaHelixNukeBomb Command = OBJECT_UPGRADE Options = OK_FOR_MULTI_SELECT Upgrade = Nuke_Upgrade_HelixNukeBomb TextLabel = CONTROLBAR:UpgradeHelixNukeBomb ButtonImage = SNHelixUp05 ButtonBorderType = UPGRADE ; Identifier for the User as to what kind of button this is DescriptLabel = CONTROLBAR:ChinaUpgradeHelixNukeBomb UnitSpecificSound = HelixVoiceModeNuclearBomb End CommandButton Nuke_Command_ChinaHelixDropNukeBomb Command = SPECIAL_POWER SpecialPower = Nuke_SpecialAbilityHelixNukeBomb Options = NEED_SPECIAL_POWER_SCIENCE OK_FOR_MULTI_SELECT NEED_TARGET_POS CONTEXTMODE_COMMAND TextLabel = CONTROLBAR:DropNukeBomb ButtonImage = SNHelixUp05 ButtonBorderType = ACTION ; Identifier for the User as to what kind of button this is DescriptLabel = CONTROLBAR:ToolTipDropNukeBomb RadiusCursorType = HELIX_NAPALM_BOMB ;;; maybe Samm made a special HELIX one???? InvalidCursorName = GenericInvalid UnitSpecificSound = NoSound End CommandButton Nuke_Command_NukeDrop Command = SPECIAL_POWER SpecialPower = Nuke_SuperweaponNukeDrop Options = NEED_SPECIAL_POWER_SCIENCE NEED_TARGET_POS CONTEXTMODE_COMMAND TextLabel = CONTROLBAR:NukeDrop ButtonImage = SNNukeBomb ButtonBorderType = ACTION ; Identifier for the User as to what kind of button this is DescriptLabel = CONTROLBAR:TooltipNukeDrop RadiusCursorType = NUCLEARMISSILE InvalidCursorName = GenericInvalid End CommandButton Nuke_Command_NukeDropFromShortcut Command = SPECIAL_POWER_FROM_SHORTCUT SpecialPower = Nuke_SuperweaponNukeDrop Options = NEED_SPECIAL_POWER_SCIENCE NEED_TARGET_POS CONTEXTMODE_COMMAND TextLabel = OBJECT:NukeDrop ButtonImage = SNNukeBomb ;ButtonBorderType = ACTION ; Identifier for the User as to what kind of button this is DescriptLabel = CONTROLBAR:TooltipNukeDrop RadiusCursorType = NUCLEARMISSILE InvalidCursorName = GenericInvalid End CommandButton Nuke_Command_PurchaseScienceNukeDrop Command = PURCHASE_SCIENCE Science = Nuke_SCIENCE_NukeDrop ButtonImage = SNNukeLaunch ButtonBorderType = UPGRADE ; Identifier for the User as to what kind of button this is End CommandButton Nuke_Command_NeutronMissile Command = SPECIAL_POWER SpecialPower = SuperweaponNeutronMissile Options = NEED_SPECIAL_POWER_SCIENCE NEED_TARGET_POS CONTEXTMODE_COMMAND TextLabel = CONTROLBAR:NeutronMissile ButtonImage = SNNukeLaunch ButtonBorderType = ACTION ; Identifier for the User as to what kind of button this is DescriptLabel = CONTROLBAR:TooltipFireNukeMissile RadiusCursorType = NUCLEARMISSILE InvalidCursorName = GenericInvalid End CommandButton Nuke_Command_UpgradeChinaIsotopeStability Command = PLAYER_UPGRADE Upgrade = Upgrade_ChinaIsotopeStability Options = IGNORES_UNDERPOWERED TextLabel = UPGRADE:UpgradeChinaIsotopeStability ButtonImage = SNIsoStab ButtonBorderType = UPGRADE ; Identifier for the User as to what kind of button this is DescriptLabel = CONTROLBAR:TooltipUpgradeChinaIsotopeStability End CommandButton Nuke_Command_NeutronMissileFromShortcut Command = SPECIAL_POWER_FROM_SHORTCUT SpecialPower = Nuke_SuperweaponNeutronMissile Options = NEED_SPECIAL_POWER_SCIENCE NEED_TARGET_POS CONTEXTMODE_COMMAND TextLabel = CONTROLBAR:NeutronMissileShortcut ButtonImage = SNNukeLaunch ButtonBorderType = ACTION ; Identifier for the User as to what kind of button this is DescriptLabel = CONTROLBAR:TooltipFireNukeMissile RadiusCursorType = NUCLEARMISSILE InvalidCursorName = GenericInvalid End CommandButton Nuke_Command_ConstructChinaJetMIG Command = UNIT_BUILD Object = Nuke_ChinaJetMIG TextLabel = CONTROLBAR:ConstructChinaJetMIG ButtonImage = SNMig ButtonBorderType = BUILD ; Identifier for the User as to what kind of button this is DescriptLabel = CONTROLBAR:ToolTipChinaBuildMIG End ;-------------------------------------------------------------------------------- ; NEW Super Weapon General ;-------------------------------------------------------------------------------- CommandButton SupW_Command_ConstructAmericaJetStealthFighter Command = UNIT_BUILD Object = SupW_AmericaJetStealthFighter TextLabel = CONTROLBAR:ConstructAmericaJetStealthFighter ButtonImage = SAStealth ButtonBorderType = BUILD ; Identifier for the User as to what kind of button this is DescriptLabel = CONTROLBAR:ToolTipUSABuildStealthFighter End CommandButton SupW_Command_ConstructAmericaJetRaptor Command = UNIT_BUILD Object = SupW_AmericaJetRaptor TextLabel = CONTROLBAR:ConstructAmericaJetRaptor ButtonImage = SACRaptor ButtonBorderType = BUILD ; Identifier for the User as to what kind of button this is DescriptLabel = CONTROLBAR:ToolTipUSABuildRaptor End CommandButton SupW_Command_ConstructAmericaVehicleScoutDrone Command = OBJECT_UPGRADE Upgrade = Upgrade_AmericaScoutDrone Options = OK_FOR_MULTI_SELECT NOT_QUEUEABLE TextLabel = CONTROLBAR:ConstructAmericaVehicleScoutDrone ButtonImage = SAScout ButtonBorderType = BUILD ; Identifier for the User as to what kind of button this is DescriptLabel = CONTROLBAR:ToolTipUSABuildScoutDrone End CommandButton SupW_Command_ConstructAmericaVehicleBattleDrone Command = OBJECT_UPGRADE Upgrade = Upgrade_AmericaBattleDrone Options = OK_FOR_MULTI_SELECT NOT_QUEUEABLE TextLabel = CONTROLBAR:ConstructAmericaVehicleBattleDrone ButtonImage = SABattleDrone ButtonBorderType = BUILD ; Identifier for the User as to what kind of button this is DescriptLabel = CONTROLBAR:ToolTipUSABuildBattleDrone End CommandButton SupW_Command_ConstructAmericaVehicleHellfireDrone Command = OBJECT_UPGRADE Upgrade = Upgrade_AmericaHellfireDrone Options = OK_FOR_MULTI_SELECT NOT_QUEUEABLE TextLabel = CONTROLBAR:ConstructAmericaVehicleHellfireDrone ButtonImage = SAHellfire ButtonBorderType = BUILD ; Identifier for the User as to what kind of button this is DescriptLabel = CONTROLBAR:ToolTipUSABuildHellfireDrone End CommandButton SupW_Command_ConstructAmericaVehicleHumvee Command = UNIT_BUILD Object = SupW_AmericaVehicleHumvee TextLabel = CONTROLBAR:ConstructAmericaVehicleHumvee ButtonImage = SAHummer ButtonBorderType = BUILD ; Identifier for the User as to what kind of button this is DescriptLabel = CONTROLBAR:ToolTipUSABuildHumvee End CommandButton SupW_Command_ConstructAmericaInfantryPathfinder Command = UNIT_BUILD Object = SupW_AmericaInfantryPathfinder TextLabel = CONTROLBAR:ConstructAmericaInfantryPathfinder ButtonImage = SAPathfinder1 ButtonBorderType = BUILD ; Identifier for the User as to what kind of button this is DescriptLabel = CONTROLBAR:ToolTipUSABuildPathFinder End CommandButton SupW_Command_ConstructAmericaInfantryColonelBurton Command = UNIT_BUILD Object = SupW_AmericaInfantryColonelBurton TextLabel = CONTROLBAR:ConstructAmericaInfantryColonelBurton ButtonImage = SABurton ButtonBorderType = BUILD ; Identifier for the User as to what kind of button this is DescriptLabel = CONTROLBAR:ToolTipUSABuildColonelBurton End CommandButton SupW_Command_ConstructAmericaInfantryMissileDefender Command = UNIT_BUILD Object = SupW_AmericaInfantryMissileDefender TextLabel = CONTROLBAR:ConstructAmericaInfantryMissileDefender ButtonImage = SAMissleDefender ButtonBorderType = BUILD ; Identifier for the User as to what kind of button this is DescriptLabel = CONTROLBAR:ToolTipUSABuildMissileDefender End CommandButton SupW_Command_ConstructAmericaInfantryRanger Command = UNIT_BUILD Object = SupW_AmericaInfantryRanger TextLabel = CONTROLBAR:ConstructAmericaInfantryRanger ButtonImage = SARanger ButtonBorderType = BUILD ; Identifier for the User as to what kind of button this is DescriptLabel = CONTROLBAR:ToolTipUSABuildRanger End CommandButton SupW_Command_ConstructAmericaVehicleMicrowave Command = UNIT_BUILD Object = SupW_AmericaTankMicrowave TextLabel = CONTROLBAR:ConstructAmericaTankMicrowave ButtonImage = SAThunderBolt ButtonBorderType = BUILD ; Identifier for the User as to what kind of button this is DescriptLabel = CONTROLBAR:ToolTipUSABuildMicrowave End CommandButton SupW_Command_ConstructAmericaTankPaladin Command = UNIT_BUILD Object = SupW_AmericaTankPaladin TextLabel = CONTROLBAR:ConstructAmericaTankPaladin ButtonImage = SAPaladin ButtonBorderType = BUILD ; Identifier for the User as to what kind of button this is DescriptLabel = CONTROLBAR:ToolTipUSABuildPaladin End CommandButton SupW_Command_ConstructAmericaTankCrusader Command = UNIT_BUILD Object = SupW_AmericaTankCrusader TextLabel = CONTROLBAR:ConstructAmericaTankCrusader ButtonImage = SACLeopard ButtonBorderType = BUILD ; Identifier for the User as to what kind of button this is DescriptLabel = CONTROLBAR:ToolTipUSABuildCrusader End CommandButton SupW_Command_ConstructAmericaVehicleTomahawk Command = UNIT_BUILD Object = SupW_AmericaVehicleTomahawk TextLabel = CONTROLBAR:ConstructAmericaVehicleTomahawk ButtonImage = SACTomahawk ButtonBorderType = BUILD ; Identifier for the User as to what kind of button this is DescriptLabel = CONTROLBAR:ToolTipUSABuildTomahawk End CommandButton SupW_Command_ConstructAmericaCommandCenter Command = DOZER_CONSTRUCT Object = SupW_AmericaCommandCenter TextLabel = CONTROLBAR:ConstructAmericaCommandCenter ButtonImage = SAComCentr ButtonBorderType = BUILD ; Identifier for the User as to what kind of button this is DescriptLabel = CONTROLBAR:ToolTipUSABuildCommandCenter End CommandButton SupW_Command_ConstructAmericaDozer Command = UNIT_BUILD Object = SupW_AmericaVehicleDozer TextLabel = CONTROLBAR:ConstructAmericaDozer ButtonImage = SACDozer ButtonBorderType = BUILD ; Identifier for the User as to what kind of button this is DescriptLabel = CONTROLBAR:ToolTipUSABuildDozer End CommandButton SupW_Command_ConstructAmericaBarracks Command = DOZER_CONSTRUCT Object = SupW_AmericaBarracks TextLabel = CONTROLBAR:ConstructAmericaBarracks ButtonImage = SABarracks ButtonBorderType = BUILD ; Identifier for the User as to what kind of button this is DescriptLabel = CONTROLBAR:ToolTipUSABuildBarracks End CommandButton SupW_Command_ConstructAmericaVehiclePointDefenseDrone Command = OBJECT_UPGRADE Upgrade = SupW_Upgrade_AmericaPointDefenseDrone Options = OK_FOR_MULTI_SELECT NOT_QUEUEABLE TextLabel = CONTROLBAR:ConstructAmericaVehiclePointDefenseDrone ButtonImage = SABattleDrone ButtonBorderType = BUILD ; Identifier for the User as to what kind of button this is DescriptLabel = CONTROLBAR:ToolTipUSABuildPointDefenseDrone End CommandButton SupW_Command_ConstructAmericaPatriotBattery Command = DOZER_CONSTRUCT Object = SupW_AmericaPatriotBattery TextLabel = CONTROLBAR:SupW_ConstructAmericaPatriotBattery ButtonImage = SAMicroPat ButtonBorderType = BUILD ; Identifier for the User as to what kind of button this is DescriptLabel = CONTROLBAR:SupW_ToolTipUSABuildPatriotBattery End CommandButton SupW_Command_ConstructAmericaPowerPlant Command = DOZER_CONSTRUCT Object = SupW_AmericaPowerPlant TextLabel = CONTROLBAR:ConstructAmericaPowerPlant ButtonImage = SAPowerPlantSW_L;SACPowerPlant ButtonBorderType = BUILD ; Identifier for the User as to what kind of button this is DescriptLabel = CONTROLBAR:ToolTipUSABuildPowerPlant End CommandButton SupW_Command_ConstructAmericaSupplyCenter Command = DOZER_CONSTRUCT Object = SupW_AmericaSupplyCenter TextLabel = CONTROLBAR:ConstructAmericaSupplyCenter ButtonImage = SASupplyCntr ButtonBorderType = BUILD ; Identifier for the User as to what kind of button this is DescriptLabel = CONTROLBAR:ToolTipUSABuildSupplyCenter End CommandButton SupW_Command_ConstructAmericaVehicleChinook Command = UNIT_BUILD Object = SupW_AmericaVehicleChinook TextLabel = CONTROLBAR:ConstructAmericaVehicleChinook ButtonImage = SAChinook ButtonBorderType = BUILD ; Identifier for the User as to what kind of button this is DescriptLabel = CONTROLBAR:ToolTipUSABUildChinook End CommandButton SupW_Command_ConstructAmericaWarFactory Command = DOZER_CONSTRUCT Object = SupW_AmericaWarFactory TextLabel = CONTROLBAR:ConstructAmericaWarFactory ButtonImage = SACWeaponsfact ButtonBorderType = BUILD ; Identifier for the User as to what kind of button this is DescriptLabel = CONTROLBAR:ToolTipUSABuildWarFactory End CommandButton SupW_Command_ConstructAmericaVehicleSentryDrone Command = UNIT_BUILD Object = SupW_AmericaVehicleSentryDrone TextLabel = CONTROLBAR:ConstructAmericaVehicleSentryDrone ButtonImage = SAsentry ButtonBorderType = BUILD ; Identifier for the User as to what kind of button this is DescriptLabel = CONTROLBAR:ToolTipUSABuildSentryDrone End CommandButton SupW_Command_ConstructAmericaVehicleAvenger Command = UNIT_BUILD Object = SupW_AmericaTankAvenger TextLabel = CONTROLBAR:ConstructAmericaTankAvenger ButtonImage = SAAvnger ButtonBorderType = BUILD ; Identifier for the User as to what kind of button this is DescriptLabel = CONTROLBAR:ToolTipUSABuildAvenger End CommandButton SupW_Command_ConstructAmericaVehicleMedic Command = UNIT_BUILD Object = SupW_AmericaVehicleMedic TextLabel = CONTROLBAR:ConstructAmericaVehicleMedic ButtonImage = SAAmbulance ButtonBorderType = BUILD ; Identifier for the User as to what kind of button this is DescriptLabel = CONTROLBAR:ToolTipUSABuildMedic End CommandButton SupW_Command_ConstructAmericaStrategyCenter Command = DOZER_CONSTRUCT Object = SupW_AmericaStrategyCenter TextLabel = CONTROLBAR:ConstructAmericaStrategyCenter ButtonImage = SAStrategyCenter ButtonBorderType = BUILD ; Identifier for the User as to what kind of button this is DescriptLabel = CONTROLBAR:ToolTipUSABuildStrategyCenter End CommandButton SupW_Command_ConstructAmericaAirfield Command = DOZER_CONSTRUCT Object = SupW_AmericaAirfield TextLabel = CONTROLBAR:ConstructAmericaAirfield ButtonImage = SAACommand ButtonBorderType = BUILD ; Identifier for the User as to what kind of button this is DescriptLabel = CONTROLBAR:ToolTipUSABuildAirField End CommandButton SupW_Command_ConstructAmericaJetAurora Command = UNIT_BUILD Object = SupW_AmericaJetAurora TextLabel = CONTROLBAR:ConstructAmericaJetFuelAirAurora ButtonImage = SAFulArAurora ButtonBorderType = BUILD ; Identifier for the User as to what kind of button this is DescriptLabel = CONTROLBAR:ToolTipUSABuildFuelAirAurora End CommandButton SupW_Command_ConstructAmericaVehicleComanche Command = UNIT_BUILD Object = SupW_AmericaVehicleComanche TextLabel = CONTROLBAR:ConstructAmericaVehicleComanche ButtonImage = SACCommanche ButtonBorderType = BUILD ; Identifier for the User as to what kind of button this is DescriptLabel = CONTROLBAR:ToolTipUSABuildComanche End CommandButton SupW_Command_ConstructAmericaSupplyDropZone Command = DOZER_CONSTRUCT Object = SupW_AmericaSupplyDropZone TextLabel = CONTROLBAR:ConstructAmericaSupplyDropZone ButtonImage = SADropZone ButtonBorderType = BUILD ; Identifier for the User as to what kind of button this is DescriptLabel = CONTROLBAR:ToolTipUSABuildSupplyDropZone End CommandButton SupW_Command_ConstructAmericaFireBase Command = DOZER_CONSTRUCT Object = SupW_AmericaFireBase TextLabel = CONTROLBAR:ConstructAmericaFireBase ButtonImage = SAFirebase ButtonBorderType = BUILD ; Identifier for the User as to what kind of button this is DescriptLabel = CONTROLBAR:ToolTipUSABuildFireBase End CommandButton SupW_Command_ConstructAmericaNuclearMissileLauncher Command = DOZER_CONSTRUCT Object = SupW_AmericaNuclearMissileLauncher 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_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_ConstructAmericaParticleCannonUplink Command = DOZER_CONSTRUCT Object = SupW_AmericaParticleCannonUplink TextLabel = CONTROLBAR:ConstructAmericaParticleCannonUplink ButtonImage = SALwPwrPrtCan ButtonBorderType = BUILD ; Identifier for the User as to what kind of button this is DescriptLabel = CONTROLBAR:ToolTipUSABuildParticleCannon End CommandButton SupW_Command_NeutronMissile Command = SPECIAL_POWER SpecialPower = SupW_SuperweaponNeutronMissile Options = NEED_SPECIAL_POWER_SCIENCE NEED_TARGET_POS CONTEXTMODE_COMMAND TextLabel = CONTROLBAR:ICBM ButtonImage = SNNukeLaunch ButtonBorderType = ACTION ; Identifier for the User as to what kind of button this is DescriptLabel = CONTROLBAR:TooltipFireNukeMissile RadiusCursorType = NUCLEARMISSILE InvalidCursorName = GenericInvalid End CommandButton SupW_Command_NeutronMissileFromShortcut Command = SPECIAL_POWER_FROM_SHORTCUT SpecialPower = SupW_SuperweaponNeutronMissile Options = NEED_SPECIAL_POWER_SCIENCE NEED_TARGET_POS CONTEXTMODE_COMMAND TextLabel = CONTROLBAR:ICBMShortcut ButtonImage = SNNukeLaunch ButtonBorderType = ACTION ; Identifier for the User as to what kind of button this is DescriptLabel = CONTROLBAR:TooltipFireNukeMissile RadiusCursorType = NUCLEARMISSILE InvalidCursorName = GenericInvalid 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 = SNNukeLaunch ButtonBorderType = ACTION ; Identifier for the User as to what kind of button this is DescriptLabel = CONTROLBAR:TooltipFireNukeMissile 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 = SNNukeLaunch ButtonBorderType = ACTION ; Identifier for the User as to what kind of button this is DescriptLabel = CONTROLBAR:TooltipFireNukeMissile RadiusCursorType = NUCLEARMISSILE InvalidCursorName = GenericInvalid End CommandButton SupW_Command_UpgradeAmericaAdvancedControlRods Command = OBJECT_UPGRADE Upgrade = SupW_Upgrade_AmericaAdvancedControlRods TextLabel = CONTROLBAR:SupW_UpgradeAmericaAdvancedControlRods ButtonImage = SACntrlRds ButtonBorderType = UPGRADE ; Identifier for the User as to what kind of button this is DescriptLabel = CONTROLBAR:SupW_TooltipUSAUpgradeAdvancedControlRods End CommandButton SupW_Command_FireParticleUplinkCannon Command = SPECIAL_POWER SpecialPower = SuperweaponParticleUplinkCannon Options = NEED_SPECIAL_POWER_SCIENCE NEED_TARGET_POS CONTEXTMODE_COMMAND CAN_USE_WAYPOINTS TextLabel = CONTROLBAR:FireParticleUplinkCannon ButtonImage = SSParticleFire CursorName = LaserGuidedMissiles ButtonBorderType = ACTION ; Identifier for the User as to what kind of button this is DescriptLabel = CONTROLBAR:TooltipFireParticleUplinkCannon CursorName = ParticleUplinkCannon InvalidCursorName = GenericInvalid End CommandButton SupW_Command_FireParticleUplinkCannonFromShortcut Command = SPECIAL_POWER_FROM_SHORTCUT SpecialPower = SuperweaponParticleUplinkCannon Options = NEED_SPECIAL_POWER_SCIENCE NEED_TARGET_POS CONTEXTMODE_COMMAND CAN_USE_WAYPOINTS TextLabel = CONTROLBAR:FireParticleUplinkCannonShortcut ButtonImage = SSParticleFire CursorName = LaserGuidedMissiles ButtonBorderType = ACTION ; Identifier for the User as to what kind of button this is DescriptLabel = CONTROLBAR:TooltipFireParticleUplinkCannon CursorName = ParticleUplinkCannon InvalidCursorName = GenericInvalid End ;-------------------------------------------------------------------------------- ;Infantry General ;-------------------------------------------------------------------------------- ; China upgrades -------------------------------------------------------------- CommandButton Infa_Command_UpgradeChinaRedguardCaptureBuilding Command = PLAYER_UPGRADE Upgrade = Upgrade_InfantryCaptureBuilding TextLabel = CONTROLBAR:UpgradeChinaRedguardCaptureBuilding ButtonImage = SSCaptureBuilding ButtonBorderType = UPGRADE ; Identifier for the User as to what kind of button this is DescriptLabel = CONTROLBAR:Infa_TooltipChinaUpgradeRedguardCaptureBuilding End CommandButton Infa_Command_ConstructChinaVehicleNukeLauncher Command = UNIT_BUILD Object = Infa_ChinaVehicleNukeLauncher TextLabel = CONTROLBAR:ConstructChinaVehicleNukeLauncher ButtonImage = SNNukeCannon ButtonBorderType = BUILD ; Identifier for the User as to what kind of button this is DescriptLabel = CONTROLBAR:ToolTipChinaBuildNukeLauncher End CommandButton Infa_Command_ConstructChinaVehicleInfernoCannon Command = UNIT_BUILD Object = Infa_ChinaVehicleInfernoCannon TextLabel = CONTROLBAR:ConstructChinaVehicleInfernoCannon ButtonImage = SNInferno ButtonBorderType = BUILD ; Identifier for the User as to what kind of button this is DescriptLabel = CONTROLBAR:ToolTipChinaBuildInfernoCannon End CommandButton Infa_Command_ConstructChinaTankECM Command = UNIT_BUILD Object = Infa_ChinaTankECM TextLabel = CONTROLBAR:ConstructChinaTankECM ButtonImage = SNbanshee ButtonBorderType = BUILD ; Identifier for the User as to what kind of button this is DescriptLabel = CONTROLBAR:ToolTipChinaBuildECM End CommandButton Infa_Command_ConstructChinaTankDragon Command = UNIT_BUILD Object = Infa_ChinaTankDragon TextLabel = CONTROLBAR:ConstructChinaTankDragon ButtonImage = SNDragonTank ButtonBorderType = BUILD ; Identifier for the User as to what kind of button this is DescriptLabel = CONTROLBAR:ToolTipChinaBuildDragonTank End ;this makes the red guard elite instead of veteran CommandButton Infa_Command_PurchaseScienceRedGuardTraining Command = PURCHASE_SCIENCE Science = Infa_SCIENCE_RedGuardTraining ButtonImage = SNMiniGunnerT ButtonBorderType = UPGRADE ; Identifier for the User as to what kind of button this is End CommandButton Infa_Command_ConstructChinaDozer Command = UNIT_BUILD Object = Infa_ChinaVehicleDozer TextLabel = CONTROLBAR:ConstructChinaDozer ButtonImage = SNDozer ButtonBorderType = BUILD ; Identifier for the User as to what kind of button this is DescriptLabel = CONTROLBAR:ToolTipChinaBuildDozer End CommandButton Infa_Command_ConstructChinaVehicleSupplyTruck Command = UNIT_BUILD Object = Infa_ChinaVehicleSupplyTruck TextLabel = CONTROLBAR:ConstructChinaVehicleSupplyTruck ButtonImage = SNSupplyTruck ButtonBorderType = BUILD ; Identifier for the User as to what kind of button this is DescriptLabel = CONTROLBAR:ToolTipChinaBuildSupplyTruck End CommandButton Infa_Command_PurchaseScienceInfantryParadrop1 Command = PURCHASE_SCIENCE Science = Infa_SCIENCE_InfantryParadrop1 ButtonImage = SACParatroopers ButtonBorderType = UPGRADE ; Identifier for the User as to what kind of button this is End CommandButton Infa_Command_PurchaseScienceInfantryParadrop2 Command = PURCHASE_SCIENCE Science = Infa_SCIENCE_InfantryParadrop2 ButtonImage = SACParatroopers2 ButtonBorderType = UPGRADE ; Identifier for the User as to what kind of button this is End CommandButton Infa_Command_PurchaseScienceInfantryParadrop3 Command = PURCHASE_SCIENCE Science = Infa_SCIENCE_InfantryParadrop3 ButtonImage = SACParatroopers3 ButtonBorderType = UPGRADE ; Identifier for the User as to what kind of button this is End CommandButton Infa_Command_ConstructChinaCommandCenter Command = DOZER_CONSTRUCT Object = Infa_ChinaCommandCenter TextLabel = CONTROLBAR:ConstructChinaCommandCenter ButtonImage = SNComCentr ButtonBorderType = BUILD ; Identifier for the User as to what kind of button this is DescriptLabel = CONTROLBAR:ToolTipChinaBuildCommandCenter End CommandButton Infa_Command_Paradrop Command = SPECIAL_POWER SpecialPower = Infa_SuperweaponInfantryParadrop Options = NEED_SPECIAL_POWER_SCIENCE NEED_TARGET_POS CONTEXTMODE_COMMAND Science = Infa_SCIENCE_InfantryParadrop1 Infa_SCIENCE_InfantryParadrop2 Infa_SCIENCE_InfantryParadrop3 ;These will cause the buttons to change icons, nothing more TextLabel = CONTROLBAR:Paradrop ButtonImage = SACParatroopers ButtonBorderType = ACTION ; Identifier for the User as to what kind of button this is DescriptLabel = CONTROLBAR:Infa_TooltipParaDrop RadiusCursorType = PARADROP InvalidCursorName = GenericInvalid End CommandButton Infa_Command_ParadropFromShortcut Command = SPECIAL_POWER_FROM_SHORTCUT SpecialPower = Infa_SuperweaponInfantryParadrop Options = NEED_SPECIAL_POWER_SCIENCE NEED_TARGET_POS CONTEXTMODE_COMMAND Science = Infa_SCIENCE_InfantryParadrop1 Infa_SCIENCE_InfantryParadrop2 Infa_SCIENCE_InfantryParadrop3 ;These will cause the buttons to change icons, nothing more TextLabel = GUI:SuperweaponParadropAmerica ButtonImage = SACParatroopers ;ButtonBorderType = ACTION ; Identifier for the User as to what kind of button this is DescriptLabel = CONTROLBAR:Infa_TooltipParaDrop RadiusCursorType = PARADROP InvalidCursorName = GenericInvalid End CommandButton Infa_Command_ConstructChinaInfantryTankHunter Command = UNIT_BUILD Object = Infa_ChinaInfantryTankHunter TextLabel = CONTROLBAR:ConstructChinaInfantryTankHunter ButtonImage = SNTankHunter ButtonBorderType = BUILD ; Identifier for the User as to what kind of button this is DescriptLabel = CONTROLBAR:ToolTipChinaBuildTankHunter End CommandButton Infa_Command_ConstructChinaGattlingCannon Command = DOZER_CONSTRUCT Object = Infa_ChinaGattlingCannon TextLabel = CONTROLBAR:ConstructChinaGattlingCannon ButtonImage = SNGatTower ButtonBorderType = BUILD ; Identifier for the User as to what kind of button this is DescriptLabel = CONTROLBAR:ToolTipChinaBuildGattlingCannon End CommandButton Infa_Command_ConstructChinaSupplyCenter Command = DOZER_CONSTRUCT Object = Infa_ChinaSupplyCenter TextLabel = CONTROLBAR:ConstructChinaSupplyCenter ButtonImage = SNSupplyCenter ButtonBorderType = BUILD ; Identifier for the User as to what kind of button this is DescriptLabel = CONTROLBAR:ToolTipChinaBuildSupplyCenter End CommandButton Infa_Command_ConstructChinaBarracks Command = DOZER_CONSTRUCT Object = Infa_ChinaBarracks TextLabel = CONTROLBAR:ConstructChinaBarracks ButtonImage = SNBarracks ButtonBorderType = BUILD ; Identifier for the User as to what kind of button this is DescriptLabel = CONTROLBAR:ToolTipChinaBuildBarracks End CommandButton Infa_Command_ConstructChinaInfantryMiniGunner Command = UNIT_BUILD Object = Infa_ChinaInfantryMiniGunner TextLabel = CONTROLBAR:ConstructChinaInfantryMiniGunner ButtonImage = SNMiniGunner ButtonBorderType = BUILD ; Identifier for the User as to what kind of button this is DescriptLabel = CONTROLBAR:ToolTipChinaBuildMiniGunner End CommandButton Infa_Command_ConstructChinaWarFactory Command = DOZER_CONSTRUCT Object = Infa_ChinaWarFactory TextLabel = CONTROLBAR:ConstructChinaWarFactory ButtonImage = SNWarFact ButtonBorderType = BUILD ; Identifier for the User as to what kind of button this is DescriptLabel = CONTROLBAR:ToolTipChinaBuildWarFactory End CommandButton Infa_Command_ConstructChinaInfantryHacker Command = UNIT_BUILD Object = Infa_ChinaInfantryHacker TextLabel = CONTROLBAR:Infa_ConstructChinaInfantryHacker ButtonImage = SNHacker2 ButtonBorderType = BUILD ; Identifier for the User as to what kind of button this is DescriptLabel = CONTROLBAR:ToolTipChinaBuildSuperHacker End CommandButton Infa_Command_ConstructChinaInfantryBlackLotus Command = UNIT_BUILD Object = Infa_ChinaInfantryBlackLotus TextLabel = CONTROLBAR:Infa_ConstructChinaInfantryBlackLotus ButtonImage = SNSprLotus ButtonBorderType = BUILD ; Identifier for the User as to what kind of button this i DescriptLabel = CONTROLBAR:ToolTipChinaBuildBlackLotus End CommandButton Infa_Command_ConstructChinaPropagandaCenter Command = DOZER_CONSTRUCT Object = Infa_ChinaPropagandaCenter TextLabel = CONTROLBAR:ConstructChinaPropagandaCenter ButtonImage = SNPropCentr ButtonBorderType = BUILD ; Identifier for the User as to what kind of button this is DescriptLabel = CONTROLBAR:ToolTipChinaBuildPropagandaCenter End CommandButton Infa_Command_ConstructChinaSpeakerTower Command = DOZER_CONSTRUCT Object = Infa_ChinaSpeakerTower TextLabel = CONTROLBAR:ConstructChinaSpeakerTower ButtonImage = SNPropSpeaker ButtonBorderType = BUILD ; Identifier for the User as to what kind of button this is DescriptLabel = CONTROLBAR:ToolTipChinaBuildSpeakerTower End CommandButton Infa_Command_ConstructChinaInternetCenter Command = DOZER_CONSTRUCT Object = Infa_ChinaInternetCenter TextLabel = CONTROLBAR:ConstructChinaInternetCenter ButtonImage = SNIntCnt ButtonBorderType = BUILD ; Identifier for the User as to what kind of button this is DescriptLabel = CONTROLBAR:ToolTipChinaBuildInternetCenter End CommandButton Infa_Command_ConstructChinaAirfield Command = DOZER_CONSTRUCT Object = Infa_ChinaAirfield TextLabel = CONTROLBAR:ConstructChinaAirfield ButtonImage = SNAirfield ButtonBorderType = BUILD ; Identifier for the User as to what kind of button this is DescriptLabel = CONTROLBAR:ToolTipChinaBuildAirField End CommandButton Infa_Command_ConstructChinaNuclearMissileLauncher Command = DOZER_CONSTRUCT Object = Infa_ChinaNuclearMissileLauncher TextLabel = CONTROLBAR:ConstructChinaNuclearMissileLauncher ButtonImage = SNNukeMisl ButtonBorderType = BUILD ; Identifier for the User as to what kind of button this is DescriptLabel = CONTROLBAR:ToolTipChinaBuildNuclearMissileLauncher End CommandButton Infa_Command_ConstructChinaBunker Command = DOZER_CONSTRUCT Object = Infa_ChinaBunker TextLabel = CONTROLBAR:Infa_ConstructChinaBunker ButtonImage = SNSuperBunk ButtonBorderType = BUILD ; Identifier for the User as to what kind of button this is DescriptLabel = CONTROLBAR:Infa_ToolTipChinaBuildBunker End CommandButton Infa_Command_ConstructChinaVehicleTroopCrawler Command = UNIT_BUILD Object = Infa_ChinaVehicleTroopCrawler TextLabel = CONTROLBAR:Infa_ConstructChinaVehicleTroopCrawler ButtonImage = SNAsltTroop ButtonBorderType = BUILD ; Identifier for the User as to what kind of button this is DescriptLabel = CONTROLBAR:Infa_ToolTipChinaBuildTroopCrawler End CommandButton Infa_Command_ConstructChinaTankGattling Command = UNIT_BUILD Object = Infa_ChinaTankGattling TextLabel = CONTROLBAR:ConstructChinaTankGattling ButtonImage = SNGatlingTank ButtonBorderType = BUILD ; Identifier for the User as to what kind of button this is DescriptLabel = CONTROLBAR:ToolTipChinaBuildGattlingTank End CommandButton Infa_Command_ConstructChinaVehicleListeningOutpost Command = UNIT_BUILD Object = Infa_ChinaVehicleListeningOutpost TextLabel = CONTROLBAR:Infa_ConstructChinaVehicleListeningOutpost ButtonImage = NVLOutpost ButtonBorderType = BUILD ; Identifier for the User as to what kind of button this is DescriptLabel = CONTROLBAR:Infa_ToolTipChinaBuildListeningOutpost End CommandButton Infa_Command_ConstructChinaJetMig Command = UNIT_BUILD Object = Infa_ChinaJetMIG TextLabel = CONTROLBAR:ConstructChinaJetMIG ButtonImage = SNMig ButtonBorderType = BUILD ; Identifier for the User as to what kind of button this is DescriptLabel = CONTROLBAR:ToolTipChinaBuildMIG End CommandButton Infa_Command_UpgradeChinaAircraftArmor Command = PLAYER_UPGRADE Upgrade = Upgrade_ChinaAircraftArmor TextLabel = CONTROLBAR:UpgradeChinaAircraftArmor ButtonImage = SSMigArmor ButtonBorderType = UPGRADE ; Identifier for the User as to what kind of button this is DescriptLabel = CONTROLBAR:TooltipChinaUpgradeAircraftArmor End CommandButton Infa_Command_ConstructChinaVehicleHelix Command = UNIT_BUILD Object = Infa_ChinaVehicleHelix TextLabel = CONTROLBAR:Infa_ConstructChinaVehicleHelix ButtonImage = SNHelix ButtonBorderType = BUILD ; Identifier for the User as to what kind of button this is DescriptLabel = CONTROLBAR:Infa_ToolTipChinaBuildHelix End CommandButton Infa_Command_ConstructChinaPowerPlant Command = DOZER_CONSTRUCT Object = Infa_ChinaPowerPlant TextLabel = CONTROLBAR:ConstructChinaPowerPlant ButtonImage = SNReactor ButtonBorderType = BUILD ; Identifier for the User as to what kind of button this is DescriptLabel = CONTROLBAR:ToolTipChinaBuildPowerPlant End CommandButton Infa_Command_UpgradeChinaHelixBattleBunker Command = OBJECT_UPGRADE Upgrade = Upgrade_Infa_ChinaHelixBattleBunker Options = OK_FOR_MULTI_SELECT NOT_QUEUEABLE TextLabel = CONTROLBAR:UpgradeChinaHelixBattleBunker ButtonImage = SNHelixUp03 ButtonBorderType = UPGRADE ; Identifier for the User as to what kind of button this is DescriptLabel = CONTROLBAR:TooltipUpgradeChinaHelixBattleBunker UnitSpecificSound = HelixVoiceModeBunker End ;---------------------------------------------------------------------------------------- ;Laser General ;---------------------------------------------------------------------------------------- CommandButton Lazr_Command_ConstructAmericaJetAurora Command = UNIT_BUILD Object = Lazr_AmericaJetAurora TextLabel = CONTROLBAR:ConstructAmericaJetAurora ButtonImage = SAAurora ButtonBorderType = BUILD ; Identifier for the User as to what kind of button this is DescriptLabel = CONTROLBAR:ToolTipUSABuildMicrowave End CommandButton Lazr_Command_ConstructAmericaJetRaptor Command = UNIT_BUILD Object = Lazr_AmericaJetRaptor TextLabel = CONTROLBAR:ConstructAmericaJetRaptor ButtonImage = SACRaptor ButtonBorderType = BUILD ; Identifier for the User as to what kind of button this is DescriptLabel = CONTROLBAR:ToolTipUSABuildRaptor End CommandButton Lazr_Command_ConstructAmericaVehicleMicrowave Command = UNIT_BUILD Object = Lazr_AmericaTankMicrowave TextLabel = CONTROLBAR:ConstructAmericaTankMicrowave ButtonImage = SAThunderBolt ButtonBorderType = BUILD ; Identifier for the User as to what kind of button this is DescriptLabel = CONTROLBAR:ToolTipUSABuildMicrowave End CommandButton Lazr_Command_ConstructLaserCannon Command = DOZER_CONSTRUCT Object = Lazr_AmericaLaserCannon TextLabel = CONTROLBAR:ConstructAmericaLaserCannon ButtonImage = SAUplink ButtonBorderType = BUILD ; Identifier for the User as to what kind of button this is DescriptLabel = CONTROLBAR:ToolTipUSABuildParticleCannon End CommandButton Lazr_Command_FireLaserCannon Command = SPECIAL_POWER SpecialPower = Lazr_LaserCannon Options = NEED_SPECIAL_POWER_SCIENCE NEED_TARGET_POS CONTEXTMODE_COMMAND CAN_USE_WAYPOINTS TextLabel = CONTROLBAR:FireParticleUplinkCannon ButtonImage = SSParticleFire CursorName = LaserGuidedMissiles ButtonBorderType = ACTION ; Identifier for the User as to what kind of button this is DescriptLabel = CONTROLBAR:TooltipFireParticleUplinkCannon CursorName = ParticleUplinkCannon InvalidCursorName = GenericInvalid End CommandButton Lazr_Command_FireLaserCannonFromShortcut Command = SPECIAL_POWER_FROM_SHORTCUT SpecialPower = Lazr_LaserCannon Options = NEED_SPECIAL_POWER_SCIENCE NEED_TARGET_POS CONTEXTMODE_COMMAND CAN_USE_WAYPOINTS TextLabel = CONTROLBAR:FireParticleUplinkCannonShortcut ButtonImage = SSParticleFire ButtonBorderType = ACTION ; Identifier for the User as to what kind of button this is DescriptLabel = OBJECT:TooltipFireParticleUplinkCannon CursorName = ParticleUplinkCannon InvalidCursorName = GenericInvalid End CommandButton Lazr_Command_ConstructAmericaVehicleScoutDrone Command = OBJECT_UPGRADE Upgrade = Upgrade_AmericaScoutDrone Options = OK_FOR_MULTI_SELECT NOT_QUEUEABLE TextLabel = CONTROLBAR:ConstructAmericaVehicleScoutDrone ButtonImage = SAScout ButtonBorderType = BUILD ; Identifier for the User as to what kind of button this is DescriptLabel = CONTROLBAR:ToolTipUSABuildScoutDrone End CommandButton Lazr_Command_ConstructAmericaVehicleBattleDrone Command = OBJECT_UPGRADE Upgrade = Upgrade_AmericaBattleDrone Options = OK_FOR_MULTI_SELECT NOT_QUEUEABLE TextLabel = CONTROLBAR:ConstructAmericaVehicleBattleDrone ButtonImage = SABattleDrone ButtonBorderType = BUILD ; Identifier for the User as to what kind of button this is DescriptLabel = CONTROLBAR:ToolTipUSABuildBattleDrone End CommandButton Lazr_Command_ConstructAmericaVehicleHellfireDrone Command = OBJECT_UPGRADE Upgrade = Upgrade_AmericaHellfireDrone Options = OK_FOR_MULTI_SELECT NOT_QUEUEABLE TextLabel = CONTROLBAR:ConstructAmericaVehicleHellfireDrone ButtonImage = SAHellfire ButtonBorderType = BUILD ; Identifier for the User as to what kind of button this is DescriptLabel = CONTROLBAR:ToolTipUSABuildHellfireDrone End CommandButton Lazr_Command_ConstructAmericaVehicleChinook Command = UNIT_BUILD Object = Lazr_AmericaVehicleChinook TextLabel = CONTROLBAR:ConstructAmericaVehicleChinook ButtonImage = SAChinook ButtonBorderType = BUILD ; Identifier for the User as to what kind of button this is DescriptLabel = CONTROLBAR:ToolTipUSABUildChinook End CommandButton Lazr_Command_ConstructAmericaInfantryPathfinder Command = UNIT_BUILD Object = Lazr_AmericaInfantryPathfinder TextLabel = CONTROLBAR:ConstructAmericaInfantryPathfinder ButtonImage = SAPathfinder1 ButtonBorderType = BUILD ; Identifier for the User as to what kind of button this is DescriptLabel = CONTROLBAR:ToolTipUSABuildPathFinder End CommandButton Lazr_Command_ConstructAmericaInfantryMissileDefender Command = UNIT_BUILD Object = Lazr_AmericaInfantryMissileDefender TextLabel = CONTROLBAR:ConstructAmericaInfantryMissileDefender ButtonImage = SAMissleDefender ButtonBorderType = BUILD ; Identifier for the User as to what kind of button this is DescriptLabel = CONTROLBAR:ToolTipUSABuildMissileDefender End CommandButton Lazr_Command_ConstructAmericaCommandCenter Command = DOZER_CONSTRUCT Object = Lazr_AmericaCommandCenter TextLabel = CONTROLBAR:ConstructAmericaCommandCenter ButtonImage = SAComCentr ButtonBorderType = BUILD ; Identifier for the User as to what kind of button this is DescriptLabel = CONTROLBAR:ToolTipUSABuildCommandCenter End CommandButton Lazr_Command_ConstructAmericaBarracks Command = DOZER_CONSTRUCT Object = Lazr_AmericaBarracks TextLabel = CONTROLBAR:ConstructAmericaBarracks ButtonImage = SABarracks ButtonBorderType = BUILD ; Identifier for the User as to what kind of button this is DescriptLabel = CONTROLBAR:ToolTipUSABuildBarracks End CommandButton Lazr_Command_ConstructAmericaWarFactory Command = DOZER_CONSTRUCT Object = Lazr_AmericaWarFactory TextLabel = CONTROLBAR:ConstructAmericaWarFactory ButtonImage = SACWeaponsfact ButtonBorderType = BUILD ; Identifier for the User as to what kind of button this is DescriptLabel = CONTROLBAR:ToolTipUSABuildWarFactory End CommandButton Lazr_Command_ConstructAmericaStrategyCenter Command = DOZER_CONSTRUCT Object = Lazr_AmericaStrategyCenter TextLabel = CONTROLBAR:ConstructAmericaStrategyCenter ButtonImage = SAStrategyCenter ButtonBorderType = BUILD ; Identifier for the User as to what kind of button this is DescriptLabel = CONTROLBAR:ToolTipUSABuildStrategyCenter End CommandButton Lazr_Command_ConstructAmericaFireBase Command = DOZER_CONSTRUCT Object = Lazr_AmericaFireBase TextLabel = CONTROLBAR:ConstructAmericaFireBase ButtonImage = SAFirebase ButtonBorderType = BUILD ; Identifier for the User as to what kind of button this is DescriptLabel = CONTROLBAR:ToolTipUSABuildFireBase End CommandButton Lazr_Command_ConstructAmericaPatriotBattery Command = DOZER_CONSTRUCT Object = Lazr_AmericaPatriotBattery TextLabel = CONTROLBAR:Lazr_ConstructAmericaPatriotBattery ButtonImage = SALaserPatr ButtonBorderType = BUILD ; Identifier for the User as to what kind of button this is DescriptLabel = CONTROLBAR:Lazr_ToolTipUSABuildPatriotBattery End CommandButton Lazr_Command_ConstructAmericaSupplyDropZone Command = DOZER_CONSTRUCT Object = Lazr_AmericaSupplyDropZone TextLabel = CONTROLBAR:ConstructAmericaSupplyDropZone ButtonImage = SADropZone ButtonBorderType = BUILD ; Identifier for the User as to what kind of button this is DescriptLabel = CONTROLBAR:ToolTipUSABuildSupplyDropZone End CommandButton Lazr_Command_ConstructAmericaParticleCannonUplink Command = DOZER_CONSTRUCT Object = Lazr_AmericaParticleCannonUplink TextLabel = CONTROLBAR:ConstructAmericaParticleCannonUplink ButtonImage = SAUplink ButtonBorderType = BUILD ; Identifier for the User as to what kind of button this is DescriptLabel = CONTROLBAR:ToolTipUSABuildParticleCannon End CommandButton Lazr_Command_ConstructAmericaAirfield Command = DOZER_CONSTRUCT Object = Lazr_AmericaAirfield TextLabel = CONTROLBAR:ConstructAmericaAirfield ButtonImage = SAACommand ButtonBorderType = BUILD ; Identifier for the User as to what kind of button this is DescriptLabel = CONTROLBAR:ToolTipUSABuildAirField End CommandButton Lazr_Command_ConstructAmericaDozer Command = UNIT_BUILD Object = Lazr_AmericaVehicleDozer TextLabel = CONTROLBAR:ConstructAmericaDozer ButtonImage = SACDozer ButtonBorderType = BUILD ; Identifier for the User as to what kind of button this is DescriptLabel = CONTROLBAR:ToolTipUSABuildDozer End CommandButton Lazr_Command_ConstructAmericaVehicleHumvee Command = UNIT_BUILD Object = Lazr_AmericaVehicleHumvee TextLabel = CONTROLBAR:ConstructAmericaVehicleHumvee ButtonImage = SAHummer ButtonBorderType = BUILD ; Identifier for the User as to what kind of button this is DescriptLabel = CONTROLBAR:ToolTipUSABuildHumvee End CommandButton Lazr_Command_ConstructAmericaTankCrusader Command = UNIT_BUILD Object = Lazr_AmericaTankCrusader TextLabel = CONTROLBAR:Lazr_ConstructAmericaTankCrusader ButtonImage = SALsrTank ButtonBorderType = BUILD ; Identifier for the User as to what kind of button this is DescriptLabel = CONTROLBAR:Lazr_ToolTipUSABuildCrusader End CommandButton Lazr_Command_ConstructAmericaInfantryRanger Command = UNIT_BUILD Object = Lazr_AmericaInfantryRanger TextLabel = CONTROLBAR:ConstructAmericaInfantryRanger ButtonImage = SARanger ButtonBorderType = BUILD ; Identifier for the User as to what kind of button this is DescriptLabel = CONTROLBAR:ToolTipUSABuildRanger End CommandButton Lazr_Command_ConstructAmericaVehiclePaladin Command = UNIT_BUILD Object = Lazr_AmericaTankPaladin TextLabel = CONTROLBAR:ConstructAmericaTankPaladin ButtonImage = SAPaladin ButtonBorderType = BUILD ; Identifier for the User as to what kind of button this is DescriptLabel = CONTROLBAR:ToolTipUSABuildPaladin End CommandButton Lazr_Command_ConstructAmericaVehicleSentryDrone Command = UNIT_BUILD Object = Lazr_AmericaVehicleSentryDrone TextLabel = CONTROLBAR:ConstructAmericaVehicleSentryDrone ButtonImage = SAsentry ButtonBorderType = BUILD ; Identifier for the User as to what kind of button this is DescriptLabel = CONTROLBAR:ToolTipUSABuildSentryDrone End CommandButton Lazr_Command_ConstructAmericaInfantryColonelBurton Command = UNIT_BUILD Object = Lazr_AmericaInfantryColonelBurton TextLabel = CONTROLBAR:ConstructAmericaInfantryColonelBurton ButtonImage = SABurton ButtonBorderType = BUILD ; Identifier for the User as to what kind of button this is DescriptLabel = CONTROLBAR:ToolTipUSABuildColonelBurton End CommandButton Lazr_Command_ConstructAmericaJetStealthFighter Command = UNIT_BUILD Object = Lazr_AmericaJetStealthFighter TextLabel = CONTROLBAR:ConstructAmericaJetStealthFighter ButtonImage = SAStealth ButtonBorderType = BUILD ; Identifier for the User as to what kind of button this is DescriptLabel = CONTROLBAR:ToolTipUSABuildStealthFighter End CommandButton Lazr_Command_ConstructAmericaVehicleComanche Command = UNIT_BUILD Object = Lazr_AmericaVehicleComanche TextLabel = CONTROLBAR:ConstructAmericaVehicleComanche ButtonImage = SACCommanche ButtonBorderType = BUILD ; Identifier for the User as to what kind of button this is DescriptLabel = CONTROLBAR:ToolTipUSABuildComanche End CommandButton Lazr_Command_AmericaLaserGuidedHowitzer Command = SPECIAL_POWER SpecialPower = Lazr_SpecialAbilityLaserGuidedHowitzer Options = NEED_SPECIAL_POWER_SCIENCE OK_FOR_MULTI_SELECT NEED_TARGET_ENEMY_OBJECT NEED_TARGET_NEUTRAL_OBJECT CONTEXTMODE_COMMAND TextLabel = CONTROLBAR:LaserMissileAttack ButtonImage = SSLaserMissile CursorName = LaserGuidedMissiles InvalidCursorName = GenericInvalid DescriptLabel = CONTROLBAR:TooltipMissileDefenderLaser ButtonBorderType = ACTION UnitSpecificSound = MissileDefenderVoiceModeLaser End CommandButton Lazr_Command_ConstructAmericaVehicleAvenger Command = UNIT_BUILD Object = Lazr_AmericaTankAvenger TextLabel = CONTROLBAR:ConstructAmericaTankAvenger ButtonImage = SAAvnger ButtonBorderType = BUILD ; Identifier for the User as to what kind of button this is DescriptLabel = CONTROLBAR:ToolTipUSABuildAvenger End CommandButton Lazr_Command_ConstructAmericaVehicleMedic Command = UNIT_BUILD Object = Lazr_AmericaVehicleMedic TextLabel = CONTROLBAR:ConstructAmericaVehicleMedic ButtonImage = SAAmbulance ButtonBorderType = BUILD ; Identifier for the User as to what kind of button this is DescriptLabel = CONTROLBAR:ToolTipUSABuildMedic End CommandButton Lazr_Command_ConstructAmericaPowerPlant Command = DOZER_CONSTRUCT Object = Lazr_AmericaPowerPlant TextLabel = CONTROLBAR:ConstructAmericaPowerPlant ButtonImage = SAPowerPlant ButtonBorderType = BUILD ; Identifier for the User as to what kind of button this is DescriptLabel = CONTROLBAR:Lazr_ToolTipUSABuildPowerPlant End CommandButton Lazr_Command_ConstructAmericaSupplyCenter Command = DOZER_CONSTRUCT Object = Lazr_AmericaSupplyCenter TextLabel = CONTROLBAR:ConstructAmericaSupplyCenter ButtonImage = SASupplyCntr ButtonBorderType = BUILD ; Identifier for the User as to what kind of button this is DescriptLabel = CONTROLBAR:ToolTipUSABuildSupplyCenter End CommandButton Tank_Command_ConstructChinaInfantryTankHunter Command = UNIT_BUILD Object = Tank_ChinaInfantryTankHunter TextLabel = CONTROLBAR:ConstructChinaInfantryTankHunter ButtonImage = SNTankHunter ButtonBorderType = BUILD ; Identifier for the User as to what kind of button this is DescriptLabel = CONTROLBAR:ToolTipChinaBuildTankHunter End CommandButton Tank_Command_ConstructChinaBunker Command = DOZER_CONSTRUCT Object = Tank_ChinaBunker TextLabel = CONTROLBAR:ConstructChinaBunker ButtonImage = SNBunker ButtonBorderType = BUILD ; Identifier for the User as to what kind of button this is DescriptLabel = CONTROLBAR:ToolTipChinaBuildBunker End CommandButton Tank_Command_ConstructChinaVehicleSupplyTruck Command = UNIT_BUILD Object = Tank_ChinaVehicleSupplyTruck TextLabel = CONTROLBAR:ConstructChinaVehicleSupplyTruck ButtonImage = SNSupplyTruck ButtonBorderType = BUILD ; Identifier for the User as to what kind of button this is DescriptLabel = CONTROLBAR:ToolTipChinaBuildSupplyTruck End CommandButton Tank_Command_ConstructChinaVehicleHelix Command = UNIT_BUILD Object = Tank_ChinaVehicleHelix TextLabel = CONTROLBAR:ConstructChinaVehicleHelix ButtonImage = SNHelix ButtonBorderType = BUILD ; Identifier for the User as to what kind of button this is DescriptLabel = CONTROLBAR:ToolTipChinaBuildHelix End CommandButton Tank_Command_ConstructChinaJetMIG Command = UNIT_BUILD Object = Tank_ChinaJetMIG TextLabel = CONTROLBAR:ConstructChinaJetMIG ButtonImage = SNMig ButtonBorderType = BUILD ; Identifier for the User as to what kind of button this is DescriptLabel = CONTROLBAR:ToolTipChinaBuildMIG End CommandButton Tank_Command_ConstructChinaVehicleListeningOutpost Command = UNIT_BUILD Object = Tank_ChinaVehicleListeningOutpost TextLabel = CONTROLBAR:ConstructChinaVehicleListeningOutpost ButtonImage = NVLOutpost ButtonBorderType = BUILD ; Identifier for the User as to what kind of button this is DescriptLabel = CONTROLBAR:ToolTipChinaBuildListeningOutpost End CommandButton Tank_Command_ConstructChinaAirfield Command = DOZER_CONSTRUCT Object = Tank_ChinaAirfield TextLabel = CONTROLBAR:ConstructChinaAirfield ButtonImage = SNAirfield ButtonBorderType = BUILD ; Identifier for the User as to what kind of button this is DescriptLabel = CONTROLBAR:ToolTipChinaBuildAirField End CommandButton Tank_Command_ConstructChinaTankDragon Command = UNIT_BUILD Object = Tank_ChinaTankDragon TextLabel = CONTROLBAR:ConstructChinaTankDragon ButtonImage = SNDragonTank ButtonBorderType = BUILD ; Identifier for the User as to what kind of button this is DescriptLabel = CONTROLBAR:ToolTipChinaBuildDragonTank End CommandButton Tank_Command_ConstructChinaPowerPlant Command = DOZER_CONSTRUCT Object = Tank_ChinaPowerPlant TextLabel = CONTROLBAR:ConstructChinaPowerPlant ButtonImage = SNReactor ButtonBorderType = BUILD ; Identifier for the User as to what kind of button this is DescriptLabel = CONTROLBAR:ToolTipChinaBuildPowerPlant End CommandButton Tank_Command_ConstructChinaSupplyCenter Command = DOZER_CONSTRUCT Object = Tank_ChinaSupplyCenter TextLabel = CONTROLBAR:ConstructChinaSupplyCenter ButtonImage = SNSupplyCenter ButtonBorderType = BUILD ; Identifier for the User as to what kind of button this is DescriptLabel = CONTROLBAR:ToolTipChinaBuildSupplyCenter End CommandButton Tank_Command_ConstructChinaInternetCenter Command = DOZER_CONSTRUCT Object = Tank_ChinaInternetCenter TextLabel = CONTROLBAR:ConstructChinaInternetCenter ButtonImage = SNIntCnt ButtonBorderType = BUILD ; Identifier for the User as to what kind of button this is DescriptLabel = CONTROLBAR:ToolTipChinaBuildInternetCenter End CommandButton Tank_Command_ConstructChinaGattlingCannon Command = DOZER_CONSTRUCT Object = Tank_ChinaGattlingCannon TextLabel = CONTROLBAR:ConstructChinaGattlingCannon ButtonImage = SNGatTower ButtonBorderType = BUILD ; Identifier for the User as to what kind of button this is DescriptLabel = CONTROLBAR:ToolTipChinaBuildGattlingCannon End ;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;; ;; BOSS command buttons ;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;; CommandButton Boss_Command_UpgradeChinaNationalism Command = PLAYER_UPGRADE Upgrade = Upgrade_Nationalism TextLabel = CONTROLBAR:UpgradeChinaNationalism ButtonImage = SSNationalism ButtonBorderType = UPGRADE ; Identifier for the User as to what kind of button this is DescriptLabel = CONTROLBAR:Boss_TooltipChinaUpgradeNationalism End CommandButton Boss_Command_ConstructChinaCommandCenter Command = DOZER_CONSTRUCT Object = Boss_CommandCenter TextLabel = CONTROLBAR:ConstructChinaCommandCenter ButtonImage = SNComCentr ButtonBorderType = BUILD ; Identifier for the User as to what kind of button this is DescriptLabel = CONTROLBAR:ToolTipChinaBuildCommandCenter End CommandButton Boss_Command_ConstructAmericaPowerPlant Command = DOZER_CONSTRUCT Object = Boss_PowerPlant TextLabel = CONTROLBAR:ConstructAmericaPowerPlant ButtonImage = SAPowerPlant ButtonBorderType = BUILD ; Identifier for the User as to what kind of button this is DescriptLabel = CONTROLBAR:Boss_ToolTipUSABuildPowerPlant End CommandButton Boss_Command_ConstructAmericaParticleCannonUplink Command = DOZER_CONSTRUCT Object = Boss_ParticleCannonUplink TextLabel = CONTROLBAR:ConstructAmericaParticleCannonUplink ButtonImage = SAUplink ButtonBorderType = BUILD ; Identifier for the User as to what kind of button this is DescriptLabel = CONTROLBAR:ToolTipUSABuildParticleCannonBoss End CommandButton Boss_Command_ConstructChinaAirfield Command = DOZER_CONSTRUCT Object = Boss_Airfield TextLabel = CONTROLBAR:ConstructChinaAirfield ButtonImage = SNAirfield ButtonBorderType = BUILD ; Identifier for the User as to what kind of button this is DescriptLabel = CONTROLBAR:Boss_ToolTipChinaBuildAirField End CommandButton Boss_Command_ConstructGLAScudStorm Command = DOZER_CONSTRUCT Object = Boss_ScudStorm TextLabel = CONTROLBAR:ConstructGLAScudStorm ButtonImage = SUScudStorm ButtonBorderType = BUILD ; Identifier for the User as to what kind of button this is DescriptLabel = CONTROLBAR:ToolTipGLABuildScudStorm End CommandButton Boss_Command_ConstructChinaNuclearMissileLauncher Command = DOZER_CONSTRUCT Object = Boss_NuclearMissileLauncher TextLabel = CONTROLBAR:ConstructChinaNuclearMissileLauncher ButtonImage = SNNukeMisl ButtonBorderType = BUILD ; Identifier for the User as to what kind of button this is DescriptLabel = CONTROLBAR:ToolTipChinaBuildNuclearMissileLauncherBoss End CommandButton Boss_Command_ConstructChinaSpeakerTower Command = DOZER_CONSTRUCT Object = Boss_SpeakerTower TextLabel = CONTROLBAR:ConstructChinaSpeakerTower ButtonImage = SNPropSpeaker ButtonBorderType = BUILD ; Identifier for the User as to what kind of button this is DescriptLabel = CONTROLBAR:ToolTipChinaBuildSpeakerTower End CommandButton Boss_Command_ConstructGLATunnelNetwork Command = DOZER_CONSTRUCT Object = Boss_TunnelNetwork TextLabel = CONTROLBAR:ConstructGLATunnelNetwork ButtonImage = SUTunnel ButtonBorderType = BUILD ; Identifier for the User as to what kind of button this is DescriptLabel = CONTROLBAR:ToolTipGLABuildTunnelNetwork End CommandButton Boss_Command_ConstructChinaSupplyCenter Command = DOZER_CONSTRUCT Object = Boss_SupplyCenter TextLabel = CONTROLBAR:ConstructChinaSupplyCenter ButtonImage = SNSupplyCenter ButtonBorderType = BUILD ; Identifier for the User as to what kind of button this is DescriptLabel = CONTROLBAR:Boss_ToolTipChinaBuildSupplyCenter End CommandButton Boss_Command_ConstructChinaBarracks Command = DOZER_CONSTRUCT Object = Boss_Barracks TextLabel = CONTROLBAR:ConstructChinaBarracks ButtonImage = SNBarracks ButtonBorderType = BUILD ; Identifier for the User as to what kind of button this is DescriptLabel = CONTROLBAR:Boss_ToolTipChinaBuildBarracks End CommandButton Boss_Command_ConstructChinaWarFactory Command = DOZER_CONSTRUCT Object = Boss_WarFactory TextLabel = CONTROLBAR:ConstructChinaWarFactory ButtonImage = SNWarFact ButtonBorderType = BUILD ; Identifier for the User as to what kind of button this is DescriptLabel = CONTROLBAR:Boss_ToolTipChinaBuildWarFactory End CommandButton Boss_Command_ConstructAmericaPatriotBattery Command = DOZER_CONSTRUCT Object = Boss_PatriotBattery TextLabel = CONTROLBAR:ConstructAmericaPatriotBattery ButtonImage = SAPatriot ButtonBorderType = BUILD ; Identifier for the User as to what kind of button this is DescriptLabel = CONTROLBAR:ToolTipUSABuildPatriotBattery End CommandButton Boss_Command_ConstructChinaBunker Command = DOZER_CONSTRUCT Object = Boss_Bunker TextLabel = CONTROLBAR:ConstructChinaBunker ButtonImage = SNBunker ButtonBorderType = BUILD ; Identifier for the User as to what kind of button this is DescriptLabel = CONTROLBAR:Boss_ToolTipChinaBuildBunker End CommandButton Boss_Command_ConstructChinaGattlingCannon Command = DOZER_CONSTRUCT Object = Boss_GattlingCannon TextLabel = CONTROLBAR:ConstructChinaGattlingCannon ButtonImage = SNGatTower ButtonBorderType = BUILD ; Identifier for the User as to what kind of button this is DescriptLabel = CONTROLBAR:ToolTipChinaBuildGattlingCannon End CommandButton Boss_Command_ConstructChinaDozer Command = UNIT_BUILD Object = Boss_VehicleDozer TextLabel = CONTROLBAR:ConstructChinaDozer ButtonImage = SNDozer ButtonBorderType = BUILD ; Identifier for the User as to what kind of button this is DescriptLabel = CONTROLBAR:ToolTipChinaBuildDozer End CommandButton Boss_Command_ConstructChinaVehicleSupplyTruck Command = UNIT_BUILD Object = Boss_VehicleSupplyTruck TextLabel = CONTROLBAR:ConstructChinaVehicleSupplyTruck ButtonImage = SNSupplyTruck ButtonBorderType = BUILD ; Identifier for the User as to what kind of button this is DescriptLabel = CONTROLBAR:ToolTipChinaBuildSupplyTruck End CommandButton Boss_Command_ConstructAmericaJetAurora Command = UNIT_BUILD Object = Boss_JetAurora TextLabel = CONTROLBAR:ConstructAmericaJetAurora ButtonImage = SAAurora ButtonBorderType = BUILD ; Identifier for the User as to what kind of button this is DescriptLabel = CONTROLBAR:ToolTipUSABuildAurora End CommandButton Boss_Command_ConstructChinaVehicleHelix Command = UNIT_BUILD Object = Boss_VehicleHelix TextLabel = CONTROLBAR:ConstructChinaVehicleHelix ButtonImage = SNHelix ButtonBorderType = BUILD ; Identifier for the User as to what kind of button this is DescriptLabel = CONTROLBAR:ToolTipChinaBuildHelix End CommandButton Boss_Command_ConstructChinaJetMIG Command = UNIT_BUILD Object = Boss_JetMIG TextLabel = CONTROLBAR:ConstructChinaJetMIG ButtonImage = SNMig ButtonBorderType = BUILD ; Identifier for the User as to what kind of button this is DescriptLabel = CONTROLBAR:ToolTipChinaBuildMIG End CommandButton Boss_Command_ConstructAmericaJetRaptor Command = UNIT_BUILD Object = Boss_JetRaptor TextLabel = CONTROLBAR:ConstructAmericaJetKingRaptor ButtonImage = SAKingRap ButtonBorderType = BUILD ; Identifier for the User as to what kind of button this is DescriptLabel = CONTROLBAR:ToolTipUSABuildKingRaptor End CommandButton Boss_Command_ConstructAmericaInfantryColonelBurton Command = UNIT_BUILD Object = Boss_InfantryColonelBurton TextLabel = CONTROLBAR:ConstructAmericaInfantryColonelBurton ButtonImage = SABurton ButtonBorderType = BUILD ; Identifier for the User as to what kind of button this is DescriptLabel = CONTROLBAR:ToolTipUSABuildColonelBurton End CommandButton Boss_Command_ConstructAmericaInfantryRanger Command = UNIT_BUILD Object = Boss_InfantryRanger TextLabel = CONTROLBAR:ConstructAmericaInfantryRanger ButtonImage = SARanger ButtonBorderType = BUILD ; Identifier for the User as to what kind of button this is DescriptLabel = CONTROLBAR:ToolTipUSABuildRanger End CommandButton Boss_Command_ConstructAmericaInfantryPathfinder Command = UNIT_BUILD Object = Boss_InfantryPathfinder TextLabel = CONTROLBAR:ConstructAmericaInfantryPathfinder ButtonImage = SAPathfinder1 ButtonBorderType = BUILD ; Identifier for the User as to what kind of button this is DescriptLabel = CONTROLBAR:ToolTipUSABuildPathFinder End CommandButton Boss_Command_ConstructChinaInfantryBlackLotus Command = UNIT_BUILD Object = Boss_InfantryBlackLotus TextLabel = CONTROLBAR:ConstructChinaInfantryBlackLotus ButtonImage = SNBLKLotus2 ButtonBorderType = BUILD ; Identifier for the User as to what kind of button this i DescriptLabel = CONTROLBAR:ToolTipChinaBuildBlackLotus End CommandButton Boss_Command_ConstructChinaInfantryTankHunter Command = UNIT_BUILD Object = Boss_InfantryTankHunter TextLabel = CONTROLBAR:ConstructChinaInfantryTankHunter ButtonImage = SNTankHunter ButtonBorderType = BUILD ; Identifier for the User as to what kind of button this is DescriptLabel = CONTROLBAR:ToolTipChinaBuildTankHunter End CommandButton Boss_Command_ConstructChinaInfantryHacker Command = UNIT_BUILD Object = Boss_InfantryHacker TextLabel = CONTROLBAR:ConstructChinaInfantryHacker ButtonImage = SNHacker2 ButtonBorderType = BUILD ; Identifier for the User as to what kind of button this is DescriptLabel = CONTROLBAR:ToolTipChinaBuildHacker End CommandButton Boss_Command_ConstructGLAInfantryJarmenKell Command = UNIT_BUILD Object = Boss_InfantryJarmenKell TextLabel = CONTROLBAR:ConstructGLAInfantryJarmenKell ButtonImage = SUJermanKell1 ;NOTE: Asset spelling mistake ButtonBorderType = BUILD ; Identifier for the User as to what kind of button this is DescriptLabel = CONTROLBAR:ToolTipGLABuildJarmenKell End CommandButton Boss_Command_ConstructGLAInfantryAngryMob Command = UNIT_BUILD Object = Boss_InfantryAngryMobNexus TextLabel = CONTROLBAR:ConstructGLAInfantryAngryMob ButtonImage = SUAngryMob ButtonBorderType = BUILD ; Identifier for the User as to what kind of button this is DescriptLabel = CONTROLBAR:ToolTipGLABuildAngryMob End CommandButton Boss_Command_ConstructAmericaVehicleTomahawk Command = UNIT_BUILD Object = Boss_VehicleTomahawk TextLabel = CONTROLBAR:ConstructAmericaVehicleTomahawk ButtonImage = SACTomahawk ButtonBorderType = BUILD ; Identifier for the User as to what kind of button this is DescriptLabel = CONTROLBAR:ToolTipUSABuildTomahawk End CommandButton Boss_Command_ConstructAmericaVehiclePaladin Command = UNIT_BUILD Object = Boss_TankPaladin TextLabel = CONTROLBAR:ConstructAmericaTankPaladin ButtonImage = SAPaladin ButtonBorderType = BUILD ; Identifier for the User as to what kind of button this is DescriptLabel = CONTROLBAR:ToolTipUSABuildPaladin End CommandButton Boss_Command_ConstructAmericaVehicleSentryDrone Command = UNIT_BUILD Object = Boss_VehicleSentryDrone TextLabel = CONTROLBAR:ConstructAmericaVehicleSentryDrone ButtonImage = SAsentry ButtonBorderType = BUILD ; Identifier for the User as to what kind of button this is DescriptLabel = CONTROLBAR:ToolTipUSABuildSentryDrone End CommandButton Boss_Command_ConstructAmericaVehicleAvenger Command = UNIT_BUILD Object = Boss_TankAvenger TextLabel = CONTROLBAR:ConstructAmericaTankAvenger ButtonImage = SAAvnger ButtonBorderType = BUILD ; Identifier for the User as to what kind of button this is DescriptLabel = CONTROLBAR:ToolTipUSABuildAvenger End CommandButton Boss_Command_ConstructChinaTankOverlord Command = UNIT_BUILD Object = Boss_TankOverlord TextLabel = CONTROLBAR:ConstructChinaTankOverlord ButtonImage = SNOverlord ButtonBorderType = BUILD ; Identifier for the User as to what kind of button this is DescriptLabel = CONTROLBAR:ToolTipChinaBuildOverlord End CommandButton Boss_Command_ConstructChinaTankDragon Command = UNIT_BUILD Object = Boss_TankDragon TextLabel = CONTROLBAR:ConstructChinaTankDragon ButtonImage = SNDragonTank ButtonBorderType = BUILD ; Identifier for the User as to what kind of button this is DescriptLabel = CONTROLBAR:ToolTipChinaBuildDragonTank End CommandButton Boss_Command_ConstructChinaTankGattling Command = UNIT_BUILD Object = Boss_TankGattling TextLabel = CONTROLBAR:ConstructChinaTankGattling ButtonImage = SNGatlingTank ButtonBorderType = BUILD ; Identifier for the User as to what kind of button this is DescriptLabel = CONTROLBAR:ToolTipChinaBuildGattlingTank End CommandButton Boss_Command_ConstructGLAVehicleRocketBuggy Command = UNIT_BUILD Object = Boss_VehicleRocketBuggy TextLabel = CONTROLBAR:ConstructGLAVehicleRocketBuggy ButtonImage = SURocketBuggy ButtonBorderType = BUILD ; Identifier for the User as to what kind of button this is DescriptLabel = CONTROLBAR:ToolTipGLABuildRocketBuggy End CommandButton Boss_Command_ConstructGLAVehicleCombatBikeTerrorist Command = UNIT_BUILD Object = Boss_VehicleCombatBikeTerrorist TextLabel = CONTROLBAR:ConstructGLAVehicleCombatBike ButtonImage = SUComBike ButtonBorderType = BUILD ; Identifier for the User as to what kind of button this is DescriptLabel = CONTROLBAR:ToolTipGLABuildCombatBike End CommandButton Command_ConstructGLAPowerPlant Command = DOZER_CONSTRUCT Object = GLAPowerPlant TextLabel = CONTROLBAR:ConstructAmericaPowerPlant ButtonImage = SAPowerPlant ButtonBorderType = BUILD ; Identifier for the User as to what kind of button this is DescriptLabel = CONTROLBAR:ToolTipUSABuildPowerPlant End ;------------------------------------------------------------------------------ ;Command sets are groups of command buttons that will be displayed in the ;context sensitive user interface for a selected object showing what you ;can do with that object ; ;LHS numbers are the physical GUI buttons. You can assign a command ;to any of the physical buttons, they do *NOT* need to appear in ;continuous order ... you may have gaps if you desire ; ;RHS strings are CommandButton.ini command names ; ;Buttons for a regular command context are ordered as: ; ;+--+--+--+--+--+--+--+ ;|01|03|05|07|09|11|13| ;+--+--+--+--+--+--+--+ ;|02|04|06|08|10|12|14| ;+--+--+--+--+--+--+--+ ; ;------------------------------------------------------------------------------ ; Many things just want these three buttons. CommandSet GenericCommandSet 11 = Command_AttackMove 13 = Command_Guard 14 = Command_Stop End CommandSet StopOnlyGenericCommandSet 14 = Command_Stop End CommandSet SellOnlyGenericCommandSet 14 = Command_Sell End ; Dozer Command Sets ---------------------------------------------------------- CommandSet AmericaDozerCommandSet 1 = Command_ConstructAmericaPowerPlant 2 = Command_ConstructAmericaStrategyCenter 3 = Command_ConstructAmericaBarracks 4 = Command_ConstructAmericaSupplyDropZone 5 = Command_ConstructAmericaSupplyCenter 6 = Command_ConstructAmericaParticleCannonUplink 7 = Command_ConstructAmericaPatriotBattery 8 = Command_ConstructAmericaCommandCenter 9 = Command_ConstructAmericaFireBase 11 = Command_ConstructAmericaWarFactory 13 = Command_ConstructAmericaAirfield 14 = Command_DisarmMinesAtPosition End CommandSet GLAWorkerCommandSet 1 = Command_ConstructGLAPowerPlant 2 = Command_ConstructGLADemoTrap 3 = Command_ConstructGLASupplyStash 4 = Command_ConstructGLAPalace 5 = Command_ConstructGLABarracks 6 = Command_ConstructGLABlackMarket 7 = Command_ConstructGLAStingerSite 8 = Command_ConstructGLAScudStorm 9 = Command_ConstructGLATunnelNetwork 10 = Command_ConstructGLACommandCenter 11 = Command_ConstructGLAArmsDealer 13 = Command_UpgradeGLAWorkerFakeCommandSet 14 = Command_DisarmMinesAtPosition End CommandSet GLAWorkerFakeBuildingsCommandSet 1 = Command_ConstructFakeGLACommandCenter 2 = Command_ConstructFakeGLABarracks 3 = Command_ConstructFakeGLASupplyStash 4 = Command_ConstructFakeGLAArmsDealer 5 = Command_ConstructFakeGLABlackMarket 13 = Command_UpgradeGLAWorkerRealCommandSet End CommandSet ChinaDozerCommandSet 1 = Command_ConstructChinaPowerPlant 2 = Command_ConstructChinaInternetCenter 3 = Command_ConstructChinaBarracks 4 = Command_ConstructChinaAirfield 5 = Command_ConstructChinaSupplyCenter 6 = Command_ConstructChinaPropagandaCenter 7 = Command_ConstructChinaBunker 8 = Command_ConstructChinaSpeakerTower 9 = Command_ConstructChinaGattlingCannon 10 = Command_ConstructChinaNuclearMissileLauncher 11 = Command_ConstructChinaWarFactory 12 = Command_ConstructChinaCommandCenter 14 = Command_DisarmMinesAtPosition End ; Unit Command Sets ----------------------------------------------------------- CommandSet AmericaTransportCommandSet 1 = Command_TransportExit 2 = Command_TransportExit 3 = Command_TransportExit 4 = Command_TransportExit 5 = Command_TransportExit 6 = Command_TransportExit 7 = Command_TransportExit 8 = Command_TransportExit 9 = Command_Evacuate 13 = Command_Guard 14 = Command_Stop End CommandSet AmericaVehicleChinookCommandSet 1 = Command_TransportExit 2 = Command_TransportExit 3 = Command_TransportExit 4 = Command_TransportExit 5 = Command_TransportExit 6 = Command_TransportExit 7 = Command_TransportExit 8 = Command_TransportExit 9 = Command_ChinookUnload 10 = Command_CombatDrop ; 13 = Command_Guard 14 = Command_Stop End CommandSet CivilianTransportCommandSet 1 = Command_TransportExit 2 = Command_TransportExit 3 = Command_TransportExit 4 = Command_TransportExit 5 = Command_TransportExit 6 = Command_TransportExit 7 = Command_TransportExit 8 = Command_TransportExit 9 = Command_Evacuate 13 = Command_Guard 14 = Command_Stop End CommandSet RailedTransportCommandSet 1 = Command_TransportExit 2 = Command_TransportExit 3 = Command_TransportExit 4 = Command_TransportExit 5 = Command_TransportExit 6 = Command_TransportExit 7 = Command_TransportExit 8 = Command_TransportExit 9 = Command_TransportExit 10 = Command_TransportExit 11 = Command_Evacuate 12 = Command_ExecuteRailedTransport End CommandSet CivilianTransportWithNukeCommandSet 1 = Command_DetonateConvoyTruckNuke 14 = Command_Stop End CommandSet AmericaInfantryRangerCommandSet 1 = Command_AmericaRangerCaptureBuilding 2 = Command_AmericaRangerSwitchToMachineGun 4 = Command_AmericaRangerSwitchToFlagBangGrenades 11 = Command_AttackMove 13 = Command_Guard 14 = Command_Stop End CommandSet AmericaInfantryColonelBurtonCommandSet 1 = Command_ColonelBurtonKnifeAttack 2 = Command_ColonelBurtonTimedDemoCharge 4 = Command_ColonelBurtonRemoteDemoCharge 6 = Command_ColonelBurtonDetonateCharges 11 = Command_AttackMove 13 = Command_Guard 14 = Command_Stop End CommandSet AmericaInfantryCIAAgentCommandSet 2 = Command_CIAAgentTimedDemoCharge 4 = Command_CIAAgentRemoteDemoCharge 6 = Command_CIAAgentDetonateCharges 11 = Command_AttackMove 13 = Command_Guard 14 = Command_Stop End CommandSet AmericaInfantryMissileDefenderCommandSet 1 = Command_AmericaMissileDefenderLaserGuidedMissiles 11 = Command_AttackMove 13 = Command_Guard 14 = Command_Stop End CommandSet AmericaInfantryPathfinderCommandSet 11 = Command_AttackMove 13 = Command_Guard 14 = Command_Stop End CommandSet AmericaInfantryPilotCommandSet 14 = Command_Stop End CommandSet AmericaVehicleHumveeCommandSet 1 = Command_ConstructAmericaVehicleBattleDrone 2 = Command_ConstructAmericaVehicleScoutDrone 3 = Command_ConstructAmericaVehicleHellfireDrone 4 = Command_TransportExit 5 = Command_TransportExit 6 = Command_TransportExit 7 = Command_TransportExit 8 = Command_TransportExit 9 = Command_Evacuate 11 = Command_AttackMove 13 = Command_Guard 14 = Command_Stop End CommandSet AmericaFireBaseCommandSet 1 = Command_FireBaseExit 2 = Command_FireBaseExit 3 = Command_FireBaseExit 4 = Command_FireBaseExit 6 = Command_Evacuate 12 = Command_Sell 14 = Command_Stop End CommandSet CivilianVehicleLimoCommandSet 1 = Command_TransportExit 2 = Command_TransportExit 3 = Command_TransportExit 4 = Command_TransportExit 5 = Command_TransportExit 6 = Command_Evacuate 14 = Command_Stop End CommandSet GLAInfantryRebelCommandSet 1 = Command_GLAInfantryRebelCaptureBuilding 2 = Command_GLAInfantryRebelBoobyTrapAttack 11 = Command_AttackMove 13 = Command_Guard 14 = Command_Stop End CommandSet GLAInfantryTunnelDefenderCommandSet 11 = Command_AttackMove 13 = Command_Guard 14 = Command_Stop End CommandSet GLAInfantryTerroristCommandSet 1 = Command_GLAInfantryTerroristMakeCarBomb 13 = Command_Guard 14 = Command_Stop End CommandSet GLAInfantryAngryMobCommandSet 11 = Command_AttackMove 13 = Command_Guard 14 = Command_Stop End CommandSet GLAInfantryHijackerCommandSet 1 = Command_GLAInfantryHijack ; Guard was removed permanently for this unit, since it can't 13 = Command_Guard 14 = Command_Stop End CommandSet GLAInfantryJarmenKellCommandSet 1 = Command_GLAInfantryJarmenKellSnipeVehicleAttack 11 = Command_AttackMove 13 = Command_Guard 14 = Command_Stop End CommandSet GLAInfantrySaboteurCommandSet 1 = Command_SabotageBuilding 14 = Command_Stop End CommandSet AmericaVehicleComancheCommandSet 1 = Command_AmericaVehicleComancheFireRocketPods 11 = Command_AttackMove 13 = Command_Guard 14 = Command_Stop End CommandSet AmericaVehicleSentryDroneCommandSet 11 = Command_AttackMove 13 = Command_Guard 14 = Command_Stop End CommandSet GLAVehicleRocketBuggyCommandSet 11 = Command_AttackMove 13 = Command_Guard 14 = Command_Stop End CommandSet GLAVehicleCombatBikeDefaultCommandSet 1 = Command_ScuttleCombatBike 11 = Command_AttackMove 13 = Command_Guard 14 = Command_Stop End CommandSet GLAVehicleCombatBikeJarmenKellCommandSet 1 = Command_ScuttleCombatBike 2 = Command_GLAInfantryJarmenKellSnipeVehicleAttack 11 = Command_AttackMove 13 = Command_Guard 14 = Command_Stop End CommandSet GLATankScorpionCommandSet 11 = Command_AttackMove 13 = Command_Guard 14 = Command_Stop End CommandSet GLAVehicleScudLauncherCommandSet 1 = Command_GLAExplosiveWarhead 3 = Command_GLAAnthraxWarhead 11 = Command_AttackMove 13 = Command_Guard 14 = Command_Stop End CommandSet GLAVehicleQuadCannon 11 = Command_AttackMove 13 = Command_Guard 14 = Command_Stop End CommandSet GLAVehicleToxinTruckCommandSet 1 = Command_GLAToxinTractorContaminateGround 11 = Command_AttackMove 13 = Command_Guard 14 = Command_Stop End CommandSet GLAVehicleBombTruckCommandSet 1 = Command_DisguiseAsVehicle 3 = Command_BombTruckDetonateNow 7 = Command_UpgradeGLABombTruckBioBomb 8 = Command_UpgradeGLABombTruckHighExplosiveBomb 11 = Command_AttackMove 13 = Command_Guard 14 = Command_Stop End CommandSet GLAVehicleBattleBusCommandSet 1 = Command_TransportExit 2 = Command_TransportExit 3 = Command_TransportExit 4 = Command_TransportExit 5 = Command_TransportExit 6 = Command_TransportExit 7 = Command_TransportExit 8 = Command_TransportExit 11 = Command_AttackMove 10 = Command_Evacuate 13 = Command_Guard 14 = Command_Stop End CommandSet GLAVehicleRadarVanCommandSet 1 = Command_RadarVanScan 14 = Command_Stop End CommandSet GLAVehicleTechnicalCommandSet 1 = Command_TransportExit 2 = Command_TransportExit 3 = Command_TransportExit 4 = Command_TransportExit 5 = Command_TransportExit 11 = Command_AttackMove 10 = Command_Evacuate 13 = Command_Guard 14 = Command_Stop End CommandSet ChinaJetMIGCommandSet 11 = Command_AttackMove 12 = Command_GuardFlyingUnitsOnly 13 = Command_Guard 14 = Command_Stop End CommandSet ChinaInfantryRedguardCommandSet 1 = Command_ChinaInfantryRedGuardCaptureBuilding 11 = Command_AttackMove 13 = Command_Guard 14 = Command_Stop End CommandSet ChinaInfantryBlackLotusCommandSet 1 = Command_ChinaInfantryBlackLotusCaptureHack 3 = Command_ChinaInfantryBlackLotusVehicleHack 5 = Command_ChinaInfantryBlackLotusCashHack ; 13 = Command_Guard 14 = Command_Stop End CommandSet ChinaInfantryHackerCommandSet 1 = Command_ChinaInfantryHackerDisableBuilding 3 = Command_ChinaInfantryHackerInternetHack ;13 = Command_Guard 14 = Command_Stop End CommandSet ChinaVehicleECMTankCommandSet 1 = Command_ChinaTankECMDisableVehicle 13 = Command_Guard 14 = Command_Stop End CommandSet ChinaInfantryTankHunterCommandSet 1 = Command_ChinaInfantryTankHunterTNTAttack 11 = Command_AttackMove 13 = Command_Guard 14 = Command_Stop End CommandSet ChinaTroopCrawlerCommandSet 1 = Command_TransportExit 2 = Command_TransportExit 3 = Command_TransportExit 4 = Command_TransportExit 5 = Command_TransportExit 6 = Command_TransportExit 7 = Command_TransportExit 8 = Command_TransportExit 9 = Command_EmptyCrawler 11 = Command_AttackMove 14 = Command_Stop End CommandSet ChinaListeningOutpostCommandSet 1 = Command_TransportExit 2 = Command_TransportExit 11 = Command_AttackMove 12 = Command_EmptyCrawler 13 = Command_Guard 14 = Command_Stop End CommandSet ChinaVehicleNukeCannonCommandSet 1 = Command_ChinaNukeWarhead 3 = Command_ChinaNeutronWarhead 11 = Command_AttackMove 13 = Command_Guard 14 = Command_Stop End CommandSet ChinaVehicleBattleMasterCommandSet 11 = Command_AttackMove 13 = Command_Guard 14 = Command_Stop End CommandSet ChinaVehicleGattlingTankCommandSet 11 = Command_AttackMove 13 = Command_Guard 14 = Command_Stop End CommandSet ChinaVehicleInfernoCannonCommandSet 11 = Command_AttackMove 13 = Command_Guard 14 = Command_Stop End CommandSet ChinaTankDragonCommandSet 1 = Command_ChinaDragonTankFireWall 11 = Command_AttackMove 13 = Command_Guard 14 = Command_Stop End CommandSet AmericaTankCrusaderCommandSet 1 = Command_ConstructAmericaVehicleBattleDrone 2 = Command_ConstructAmericaVehicleScoutDrone 3 = Command_ConstructAmericaVehicleHellfireDrone 11 = Command_AttackMove 13 = Command_Guard 14 = Command_Stop End CommandSet AmericaTankPaladinCommandSet 1 = Command_ConstructAmericaVehicleBattleDrone 2 = Command_ConstructAmericaVehicleScoutDrone 3 = Command_ConstructAmericaVehicleHellfireDrone 11 = Command_AttackMove 13 = Command_Guard 14 = Command_Stop End CommandSet AmericaTankMicrowaveCommandSet 1 = Command_ConstructAmericaVehicleBattleDrone 2 = Command_ConstructAmericaVehicleScoutDrone 3 = Command_ConstructAmericaVehicleHellfireDrone 11 = Command_AttackMove 13 = Command_Guard 14 = Command_Stop End CommandSet AmericaTankAvengerCommandSet 1 = Command_ConstructAmericaVehicleBattleDrone 2 = Command_ConstructAmericaVehicleScoutDrone 3 = Command_ConstructAmericaVehicleHellfireDrone 11 = Command_AttackMove 13 = Command_Guard 14 = Command_Stop End CommandSet AmericaVehicleAmbulanceCommandSet 1 = Command_ConstructAmericaVehicleBattleDrone 2 = Command_ConstructAmericaVehicleScoutDrone 3 = Command_ConstructAmericaVehicleHellfireDrone 4 = Command_TransportExit 5 = Command_TransportExit 6 = Command_TransportExit 7 = Command_TransportExit 8 = Command_Evacuate 10 = Command_AmbulanceCleanupArea 11 = Command_AttackMove 13 = Command_Guard 14 = Command_Stop End CommandSet AmericaInfantryHazMatCommandSet 1 = Command_AmbulanceCleanupArea 13 = Command_Guard 14 = Command_Stop End CommandSet AmericaVehicleTomahawkCommandSet 1 = Command_ConstructAmericaVehicleBattleDrone 2 = Command_ConstructAmericaVehicleScoutDrone 3 = Command_ConstructAmericaVehicleHellfireDrone 11 = Command_AttackMove 13 = Command_Guard 14 = Command_Stop End CommandSet AmericaJetRaptorCommandSet 10 = Command_GuardFlyingUnitsOnly 11 = Command_AttackMove 13 = Command_Guard 14 = Command_Stop End CommandSet AmericaJetAuroraCommandSet 11 = Command_AttackMove 13 = Command_Guard 14 = Command_Stop End CommandSet AmericaJetStealthFighterCommandSet 11 = Command_AttackMove 13 = Command_Guard 14 = Command_Stop End CommandSet GLATankMarauderCommandSet 11 = Command_AttackMove 13 = Command_Guard 14 = Command_Stop End CommandSet ChinaTankBattlemasterCommandSet 11 = Command_AttackMove 13 = Command_Guard 14 = Command_Stop End ;-------------------------------------------- CommandSet ChinaTankOverlordDefaultCommandSet 1 = Command_UpgradeChinaOverlordBattleBunker 3 = Command_UpgradeChinaOverlordGattlingCannon 5 = Command_UpgradeChinaOverlordPropagandaTower 11 = Command_AttackMove 13 = Command_Guard 14 = Command_Stop End CommandSet ChinaTankOverlordBattleBunkerCommandSet 1 = Command_TransportExit 2 = Command_TransportExit 3 = Command_TransportExit 4 = Command_TransportExit 5 = Command_TransportExit 6 = Command_Evacuate 11 = Command_AttackMove 13 = Command_Guard 14 = Command_Stop End CommandSet ChinaTankOverlordGattlingCannonCommandSet 11 = Command_AttackMove 13 = Command_Guard 14 = Command_Stop End CommandSet ChinaTankOverlordPropagandaTowerCommandSet 11 = Command_AttackMove 13 = Command_Guard 14 = Command_Stop End CommandSet ChinaSupplyTruckCommandSet 14 = Command_Stop End ;---------------------------------------- CommandSet ChinaVehicleHelixCommandSet 1 = Command_TransportExit 2 = Command_TransportExit 3 = Command_TransportExit 4 = Command_TransportExit 5 = Command_TransportExit ;--------- 6 = Command_UpgradeChinaHelixBattleBunker 8 = Command_UpgradeChinaHelixPropagandaTower 10 = Command_UpgradeChinaHelixGattlingCannon ;--------- 7 = Command_UpgradeChinaHelixNapalmBomb 9 = Command_ChinaHelixDropNapalmBomb ;--------- 11 = Command_AttackMove 12 = Command_Evacuate 13 = Command_Guard 14 = Command_Stop End CommandSet ChinaHelixGattlingCannonCommandSet 1 = Command_TransportExit 2 = Command_TransportExit 3 = Command_TransportExit 4 = Command_TransportExit 5 = Command_TransportExit ;--------- 7 = Command_UpgradeChinaHelixNapalmBomb 9 = Command_ChinaHelixDropNapalmBomb ;--------- 11 = Command_AttackMove 12 = Command_Evacuate 13 = Command_Guard 14 = Command_Stop End CommandSet ChinaHelixPropagandaTowerCommandSet 1 = Command_TransportExit 2 = Command_TransportExit 3 = Command_TransportExit 4 = Command_TransportExit 5 = Command_TransportExit ;--------- 7 = Command_UpgradeChinaHelixNapalmBomb 9 = Command_ChinaHelixDropNapalmBomb ;--------- 11 = Command_AttackMove 12 = Command_Evacuate 13 = Command_Guard 14 = Command_Stop End CommandSet ChinaHelixBattleBunkerCommandSet 1 = Command_TransportExit 2 = Command_TransportExit 3 = Command_TransportExit 4 = Command_TransportExit 5 = Command_TransportExit ;--------- 7 = Command_UpgradeChinaHelixNapalmBomb 9 = Command_ChinaHelixDropNapalmBomb ;--------- 11 = Command_AttackMove 12 = Command_Evacuate 13 = Command_Guard 14 = Command_Stop End ;-------------------------------------------- ; Structure Command Sets ------------------------------------------------------ CommandSet AmericaCommandCenterCommandSet 1 = Command_ConstructAmericaDozer 2 = Command_SpectreGunship 4 = Command_LeafletDrop 5 = Command_A10ThunderboltMissileStrike 6 = Command_Paradrop 7 = Command_SpyDrone 8 = Command_EmergencyRepair 9 = Command_DaisyCutter ;NOTE THIS GETS UPGRADED BELOW 10 = Command_SpySatelliteScan 13 = Command_SetRallyPoint 14 = Command_Sell End ;Kris: Not anymore. The commandbutton will automatically upgrade from Command_DaisyCutter to Command_MOAB. ;CommandSet AmericaCommandCenterCommandSetUpgradedToMOAB ; 1 = Command_ConstructAmericaDozer ; 2 = Command_SpectreGunship ; 4 = Command_LeafletDrop ; 5 = Command_A10ThunderboltMissileStrike ; 6 = Command_Paradrop ; 7 = Command_SpyDrone ; 8 = Command_EmergencyRepair ; 9 = Command_MOAB ;NOTE THIS GOT UPGRADED FROM ABOVE ; 10 = Command_SpySatelliteScan ; 13 = Command_SetRallyPoint ; 14 = Command_Sell ;End CommandSet Command_ScriptedTransportDrops 1 = Command_DaisyCutter 2 = Command_Paradrop 3 = Command_CarpetBomb 4 = Command_ClusterMines 5 = Command_CrateDrop End CommandSet Command_ScriptedA10ThunderboltStrike 1 = Command_A10ThunderboltMissileStrike End CommandSet AmericaAirfieldCommandSet 1 = Command_ConstructAmericaJetRaptor 2 = Command_ConstructAmericaVehicleComanche 3 = Command_ConstructAmericaJetAurora 4 = Command_ConstructAmericaJetStealthFighter 7 = Command_UpgradeComancheRocketPods 8 = Command_UpgradeAmericaLaserMissiles 9 = Command_UpgradeAmericaCountermeasures 10 = Command_UpgradeAmericaBunkerBusters 13 = Command_SetRallyPoint 14 = Command_Sell End CommandSet AmericaAircraftCarrierCommandSet 1 = Command_HiddenConstructAmericaJetAircraftCarrierRaptor 2 = Command_AircraftCarrierFire 11 = Command_AttackMove 13 = Command_Guard 14 = Command_Stop End CommandSet AmericaWarFactoryCommandSet 1 = Command_ConstructAmericaTankCrusader 2 = Command_ConstructAmericaVehicleTomahawk 3 = Command_ConstructAmericaVehicleHumvee 4 = Command_ConstructAmericaVehicleMedic 5 = Command_ConstructAmericaVehiclePaladin 6 = Command_ConstructAmericaVehicleSentryDrone 7 = Command_ConstructAmericaVehicleAvenger 8 = Command_ConstructAmericaVehicleMicrowave 9 = Command_UpgradeAmericaSentryDroneGun 11 = Command_UpgradeAmericaTOWMissile 13 = Command_SetRallyPoint 14 = Command_Sell End CommandSet AmericaBarracksCommandSet 1 = Command_ConstructAmericaInfantryRanger 2 = Command_ConstructAmericaInfantryMissileDefender 3 = Command_ConstructAmericaInfantryColonelBurton 4 = Command_ConstructAmericaInfantryPathfinder 6 = Command_ConstructAmericaInfantryBiohazardTech 7 = Command_UpgradeAmericaRangerFlashBangGrenade 8 = Command_UpgradeAmericaRangerCaptureBuilding 13 = Command_SetRallyPoint 14 = Command_Sell End CommandSet AmericaSupplyCenterCommandSet 1 = Command_ConstructAmericaVehicleChinook 13 = Command_SetRallyPoint 14 = Command_Sell End CommandSet AmericaPowerPlantCommandSet 1 = Command_UpgradeAmericaAdvancedControlRods 14 = Command_Sell End CommandSet AmericaStrategyCenterCommandSet 1 = Command_InitiateBattlePlanBombardment 2 = Command_CIAIntelligence 3 = Command_InitiateBattlePlanHoldTheLine ; 4 = Command_UpgradeAmericaSentryDroneGun 5 = Command_InitiateBattlePlanSearchAndDestroy 6 = Command_UpgradeAmericaChemicalSuits 7 = Command_UpgradeAmericaMOAB 8 = Command_UpgradeAmericaCompositeArmor 9 = Command_UpgradeAmericaAdvancedTraining 10 = Command_UpgradeAmericaDroneArmor 11 = Command_StrategyCenter_Stop 13 = Command_UpgradeAmericaSupplyLines 14 = Command_Sell End CommandSet AmericaParticleUplinkCannonCommandSet 1 = Command_FireParticleUplinkCannon 14 = Command_Sell End CommandSet BaikonurLaunchTowerCommandSet 1 = Command_LaunchBaikonurRocket 2 = Command_DetonateBaikonurRocketAtLocation End CommandSet AmericaPatriotBatteryCommandSet 13 = Command_Stop 14 = Command_Sell End CommandSet AmericaPatriotBatteryNoSellCommandSet 13 = Command_Stop End CommandSet ChinaCommandCenterCommandSet 1 = Command_ConstructChinaDozer 2 = Early_Command_ChinaCarpetBomb 3 = Command_NapalmStrike 4 = Command_ClusterMines 5 = Command_CashHack 6 = Command_ArtilleryBarrage 7 = Command_EmergencyRepair 8 = Command_EMPPulse 9 = Command_UpgradeChinaRadar 10 = Command_Frenzy 12 = Command_UpgradeChinaMines 13 = Command_SetRallyPoint 14 = Command_Sell End CommandSet ChinaCommandCenterCommandSetUpgrade 1 = Command_ConstructChinaDozer 2 = Early_Command_ChinaCarpetBomb 3 = Command_NapalmStrike 4 = Command_ClusterMines 5 = Command_CashHack 6 = Command_ArtilleryBarrage 7 = Command_EmergencyRepair 8 = Command_EMPPulse 9 = Command_UpgradeChinaRadar 10 = Command_Frenzy 12 = Command_UpgradeEMPMines 13 = Command_SetRallyPoint 14 = Command_Sell End CommandSet ChinaBunkerCommandSet 1 = Command_BunkerExit 2 = Command_BunkerExit 3 = Command_BunkerExit 4 = Command_BunkerExit 5 = Command_BunkerExit 6 = Command_Evacuate 12 = Command_UpgradeChinaMines 13 = Command_Stop 14 = Command_Sell End CommandSet ChinaBunkerCommandSetUpgrade 1 = Command_BunkerExit 2 = Command_BunkerExit 3 = Command_BunkerExit 4 = Command_BunkerExit 5 = Command_BunkerExit 6 = Command_Evacuate 12 = Command_UpgradeEMPMines 13 = Command_Stop 14 = Command_Sell End CommandSet ChinaInternetCenterCommandSetOne 1 = Command_StructureExit 2 = Command_StructureExit 3 = Command_StructureExit 4 = Command_StructureExit 5 = Command_StructureExit 6 = Command_StructureExit 7 = Command_StructureExit 8 = Command_StructureExit 9 = Command_Evacuate 10 = Command_UpgradeChinaSatelliteHackOne 12 = Command_UpgradeChinaMines 14 = Command_Sell End CommandSet ChinaInternetCenterCommandSetOneUpgrade 1 = Command_StructureExit 2 = Command_StructureExit 3 = Command_StructureExit 4 = Command_StructureExit 5 = Command_StructureExit 6 = Command_StructureExit 7 = Command_StructureExit 8 = Command_StructureExit 9 = Command_Evacuate 10 = Command_UpgradeChinaSatelliteHackOne 12 = Command_UpgradeEMPMines 14 = Command_Sell End CommandSet ChinaInternetCenterCommandSetTwo 1 = Command_StructureExit 2 = Command_StructureExit 3 = Command_StructureExit 4 = Command_StructureExit 5 = Command_StructureExit 6 = Command_StructureExit 7 = Command_StructureExit 8 = Command_StructureExit 9 = Command_Evacuate 10 = Command_UpgradeChinaSatelliteHackTwo 12 = Command_UpgradeChinaMines 14 = Command_Sell End CommandSet ChinaInternetCenterCommandSetTwoUpgrade 1 = Command_StructureExit 2 = Command_StructureExit 3 = Command_StructureExit 4 = Command_StructureExit 5 = Command_StructureExit 6 = Command_StructureExit 7 = Command_StructureExit 8 = Command_StructureExit 9 = Command_Evacuate 10 = Command_UpgradeChinaSatelliteHackTwo 12 = Command_UpgradeEMPMines 14 = Command_Sell End CommandSet ChinaPowerPlantCommandSet 1 = Command_Overcharge 12 = Command_UpgradeChinaMines 14 = Command_Sell End CommandSet ChinaPowerPlantCommandSetUpgrade 1 = Command_Overcharge 12 = Command_UpgradeEMPMines 14 = Command_Sell End CommandSet ChinaSpeakerTowerCommandSet ; 10 = Command_UpgradeChinaMines 14 = Command_Sell End CommandSet ChinaSpeakerTowerCommandSetUpgrade ; 10 = Command_UpgradeEMPMines 14 = Command_Sell End CommandSet ChinaGattlingCannonCommandSet 12 = Command_UpgradeChinaMines 13 = Command_Stop 14 = Command_Sell End CommandSet ChinaGattlingCannonCommandSetUpgrade 12 = Command_UpgradeEMPMines 13 = Command_Stop 14 = Command_Sell End CommandSet ChinaBarracksCommandSet 1 = Command_ConstructChinaInfantryRedguard 2 = Command_ConstructChinaInfantryTankHunter 3 = Command_ConstructChinaInfantryHacker 4 = Command_ConstructChinaInfantryBlackLotus 7 = Command_UpgradeChinaRedguardCaptureBuilding 12 = Command_UpgradeChinaMines 13 = Command_SetRallyPoint 14 = Command_Sell End CommandSet ChinaBarracksCommandSetUpgrade 1 = Command_ConstructChinaInfantryRedguard 2 = Command_ConstructChinaInfantryTankHunter 3 = Command_ConstructChinaInfantryHacker 4 = Command_ConstructChinaInfantryBlackLotus 7 = Command_UpgradeChinaRedguardCaptureBuilding 12 = Command_UpgradeEMPMines 13 = Command_SetRallyPoint 14 = Command_Sell End CommandSet ChinaWarFactoryCommandSet 1 = Command_ConstructChinaTankBattleMaster 2 = Command_ConstructChinaTankOverlord 3 = Command_ConstructChinaVehicleTroopCrawler 4 = Command_ConstructChinaVehicleListeningOutpost 5 = Command_ConstructChinaTankGattling 6 = Command_UpgradeChinaChainGuns 7 = Command_ConstructChinaTankDragon 8 = Command_UpgradeChinaBlackNapalm 9 = Command_ConstructChinaVehicleInfernoCannon 10 = Command_ConstructChinaVehicleNukeLauncher 11 = Command_ConstructChinaTankECM 12 = Command_UpgradeChinaMines 13 = Command_SetRallyPoint 14 = Command_Sell End CommandSet ChinaWarFactoryCommandSetUpgrade 1 = Command_ConstructChinaTankBattleMaster 2 = Command_ConstructChinaTankOverlord 3 = Command_ConstructChinaVehicleTroopCrawler 4 = Command_ConstructChinaVehicleListeningOutpost 5 = Command_ConstructChinaTankGattling 6 = Command_UpgradeChinaChainGuns 7 = Command_ConstructChinaTankDragon 8 = Command_UpgradeChinaBlackNapalm 9 = Command_ConstructChinaVehicleInfernoCannon 10 = Command_ConstructChinaVehicleNukeLauncher 11 = Command_ConstructChinaTankECM 12 = Command_UpgradeEMPMines 13 = Command_SetRallyPoint 14 = Command_Sell End CommandSet ChinaSupplyCenterCommandSet 1 = Command_ConstructChinaVehicleSupplyTruck 12 = Command_UpgradeChinaMines 13 = Command_SetRallyPoint 14 = Command_Sell End CommandSet ChinaSupplyCenterCommandSetUpgrade 1 = Command_ConstructChinaVehicleSupplyTruck 12 = Command_UpgradeEMPMines 13 = Command_SetRallyPoint 14 = Command_Sell End CommandSet ChinaAirfieldCommandSet 1 = Command_ConstructChinaJetMIG 2 = Command_UpgradeChinaAircraftArmor 3 = Command_ConstructChinaVehicleHelix 12 = Command_UpgradeChinaMines 13 = Command_SetRallyPoint 14 = Command_Sell End CommandSet ChinaAirfieldCommandSetUpgrade 1 = Command_ConstructChinaJetMIG 2 = Command_UpgradeChinaAircraftArmor 3 = Command_ConstructChinaVehicleHelix 12 = Command_UpgradeEMPMines 13 = Command_SetRallyPoint 14 = Command_Sell End CommandSet ChinaPropagandaCenterCommandSet 1 = Command_UpgradeChinaNationalism 3 = Command_UpgradeChinaSubliminalMessaging 12 = Command_UpgradeChinaMines 14 = Command_Sell End CommandSet ChinaPropagandaCenterCommandSetUpgrade 1 = Command_UpgradeChinaNationalism 3 = Command_UpgradeChinaSubliminalMessaging 12 = Command_UpgradeEMPMines 14 = Command_Sell End CommandSet ChinaNuclearMissileCommandSet 1 = Command_NeutronMissile 7 = Command_UpgradeChinaUraniumShells 8 = Command_UpgradeChinaNuclearTanks 10 = Command_UpgradeChinaNeutronShells 12 = Command_UpgradeChinaMines 14 = Command_Sell End CommandSet ChinaNuclearMissileCommandSetUpgrade 1 = Command_NeutronMissile 7 = Command_UpgradeChinaUraniumShells 8 = Command_UpgradeChinaNuclearTanks 10 = Command_UpgradeChinaNeutronShells 12 = Command_UpgradeEMPMines 14 = Command_Sell End CommandSet GLACommandCenterCommandSet 1 = Command_ConstructGLAWorker 4 = Command_GPSScrambler 5 = Command_Ambush 6 = Command_EmergencyRepair 7 = Command_AnthraxBomb 8 = Command_SneakAttack 13 = Command_SetRallyPoint 14 = Command_Sell End CommandSet GLAArmsDealerCommandSet 1 = Command_ConstructGLATankScorpion 2 = Command_ConstructGLAVehicleTechnical 3 = Command_ConstructGLAVehicleRadarVan 4 = Command_ConstructGLAVehicleQuadCannon 5 = Command_ConstructGLAVehicleToxinTruck 6 = Command_ConstructGLAVehicleRocketBuggy 7 = Command_ConstructGLATankMarauder 8 = Command_ConstructGLAVehicleBombTruck 9 = Command_ConstructGLAVehicleScudLauncher 10 = Command_UpgradeGLAScorpionRocket 11 = Command_ConstructGLAVehicleCombatBike 12 = Command_ConstructGLAVehicleBattleBus 13 = Command_SetRallyPoint 14 = Command_Sell End CommandSet GLABarracksCommandSet 1 = Command_ConstructGLAInfantryRebel 2 = Command_ConstructGLAInfantryRPGTrooper 3 = Command_ConstructGLAInfantryTerrorist 4 = Command_ConstructGLAInfantryAngryMob 5 = Command_ConstructGLAInfantryHijacker 6 = Command_ConstructGLAInfantryJarmenKell 7 = Command_ConstructGLAInfantrySaboteur 8 = Command_UpgradeGLAInfantryRebelBoobyTrapAttack ; camo net 11 = Command_UpgradeGLARebelCaptureBuilding 13 = Command_SetRallyPoint 14 = Command_Sell End CommandSet FakeGLACommandCenterCommandSet 1 = Command_DetonateFakeBuilding 2 = Command_BecomeRealGLACommandCenter 14 = Command_Sell End CommandSet FakeGLABarracksCommandSet 1 = Command_DetonateFakeBuilding 2 = Command_BecomeRealGLABarracks 14 = Command_Sell End CommandSet FakeGLASupplyStashCommandSet 1 = Command_DetonateFakeBuilding 2 = Command_BecomeRealGLASupplyStash 14 = Command_Sell End CommandSet FakeGLAArmsDealerCommandSet 1 = Command_DetonateFakeBuilding 2 = Command_BecomeRealGLAArmsDealer 14 = Command_Sell End CommandSet FakeGLABlackMarketCommandSet 1 = Command_DetonateFakeBuilding 2 = Command_BecomeRealGLABlackMarket 14 = Command_Sell End CommandSet GLABlackMarketCommandSet 1 = Command_UpgradeGLAAPBullets 2 = Command_UpgradeGLAAPRockets 3 = Command_UpgradeGLAJunkRepair 4 = Command_UpgradeGLABuggyAmmo 5 = Command_UpgradeGLARadarVanScan 6 = Command_UpgradeGLAWorkerShoes 14 = Command_Sell End CommandSet GLAScudStormCommandSet 1 = Command_ScudStorm 14 = Command_Sell End CommandSet GLASupplyStashCommandSet 1 = Command_ConstructGLAWorker 13 = Command_SetRallyPoint 14 = Command_Sell End CommandSet GLAPalaceCommandSet 1 = Command_StructureExit 2 = Command_StructureExit 3 = Command_StructureExit 4 = Command_StructureExit 5 = Command_StructureExit 6 = Command_Evacuate 7 = Command_UpgradeGLAFortifiedStructure 8 = Command_UpgradeGLAArmTheMob 9 = Command_UpgradeGLACamouflage 10 = Command_UpgradeGLAToxinShells 11 = Command_UpgradeGLAAnthraxBeta 14 = Command_Sell End CommandSet GLADemoTrapCommandSet 1 = Command_SetDemoTrapProximityDetonation 2 = Command_SetDemoTrapManualDetonation 5 = Command_DetonateDemoTrap 14 = Command_Sell End CommandSet GLATunnelNetworkCommandSet 1 = Command_StructureExit 2 = Command_StructureExit 3 = Command_StructureExit 4 = Command_StructureExit 5 = Command_StructureExit 6 = Command_StructureExit 7 = Command_StructureExit 8 = Command_StructureExit 9 = Command_StructureExit 10 = Command_StructureExit 11 = Command_TunnelEvacuate 12 = Command_UpgradeGLACamoNetting ; 12 = Command_Stop 13 = Command_SetRallyPoint 14 = Command_Sell End CommandSet CivilianCarBombCommandSet 11 = Command_AttackMove 13 = Command_Guard 14 = Command_Stop End CommandSet GLAStingerSiteCommandSet 12 = Command_UpgradeGLACamoNetting 13 = Command_Stop 14 = Command_Sell End ;Rank 1 only has 4 positions CommandSet SCIENCE_AMERICA_CommandSetRank1 1 = Command_PurchaseSciencePaladinTank 2 = Command_PurchaseScienceStealthFighter 3 = Command_PurchaseScienceSpyDrone END ; Rank 3 assign buttons to position like so: ; 1 4 7 10 13 ; 2 5 8 11 14 ; 3 6 9 12 15 CommandSet SCIENCE_AMERICA_CommandSetRank3 1 = Command_PurchaseSciencePathfinder 4 = Command_PurchaseScienceParadrop1 5 = Command_PurchaseScienceParadrop2 6 = Command_PurchaseScienceParadrop3 7 = Command_PurchaseScienceA10ThunderboltMissileStrike1 8 = Command_PurchaseScienceA10ThunderboltMissileStrike2 9 = Command_PurchaseScienceA10ThunderboltMissileStrike3 10 = Command_PurchaseScienceEmergencyRepair1 11 = Command_PurchaseScienceEmergencyRepair2 12 = Command_PurchaseScienceEmergencyRepair3 END ; Rank 8 has 3 positions CommandSet SCIENCE_AMERICA_CommandSetRank8 1 = Command_PurchaseScienceDaisyCutter 2 = Command_PurchaseScienceLeafletDrop 3 = Command_PurchaseScienceSpectreGunship 4 = Command_FAKECOMMAND_PurchaseScienceMOAB ;Need the slot (it's SCRIPT_ONLY) and hidden. END CommandSet SCIENCE_CHINA_CommandSetRank1 1 = Command_PurchaseScienceRedGuardTraining 2 = Command_PurchaseScienceArtilleryTraining 3 = Command_PurchaseScienceNukeLauncher END CommandSet SCIENCE_CHINA_CommandSetRank3 1 = Command_PurchaseScienceClusterMines 3 = Early_Command_PurchaseScienceCarpetBomb 4 = Command_PurchaseScienceArtilleryBarrage1 5 = Command_PurchaseScienceArtilleryBarrage2 6 = Command_PurchaseScienceArtilleryBarrage3 7 = Command_PurchaseScienceCashHack1 8 = Command_PurchaseScienceCashHack2 9 = Command_PurchaseScienceCashHack3 10 = Command_PurchaseScienceEmergencyRepair1 11 = Command_PurchaseScienceEmergencyRepair2 12 = Command_PurchaseScienceEmergencyRepair3 13 = Command_PurchaseScienceFrenzy1 14 = Command_PurchaseScienceFrenzy2 15 = Command_PurchaseScienceFrenzy3 END CommandSet SCIENCE_CHINA_CommandSetRank8 1 = Command_PurchaseScienceEMPPulse END CommandSet SCIENCE_GLA_CommandSetRank1 1 = Command_PurchaseScienceScudLauncher 2 = Command_PurchaseScienceMarauderTank 3 = Command_PurchaseScienceTechnicalTraining END CommandSet SCIENCE_GLA_CommandSetRank3 1 = Command_PurchaseScienceHijacker 4 = Command_PurchaseScienceRebelAmbush1 5 = Command_PurchaseScienceRebelAmbush2 6 = Command_PurchaseScienceRebelAmbush3 7 = Command_PurchaseScienceCashBounty1 8 = Command_PurchaseScienceCashBounty2 9 = Command_PurchaseScienceCashBounty3 10 = Command_PurchaseScienceEmergencyRepair1 11 = Command_PurchaseScienceEmergencyRepair2 12 = Command_PurchaseScienceEmergencyRepair3 END CommandSet SCIENCE_GLA_CommandSetRank8 1 = Command_PurchaseScienceAnthraxBomb 2 = Command_PurchaseScienceSneakAttack 3 = Command_PurchaseScienceGPSScrambler END ;/////////////////////////////////////// ;/ Special Power Shortcut Command Sets / ;/////////////////////////////////////// CommandSet SpecialPowerShortcutUSA 1 = Command_SpyDroneFromShortcut 2 = Command_ParadropFromShortcut 3 = Command_A10ThunderboltMissileStrikeFromShortcut 4 = Command_EmergencyRepairFromShortcut 5 = Command_DaisyCutterFromShortcut 6 = Command_FireParticleUplinkCannonFromShortcut 7 = Command_SpySatelliteScanFromShortcut 8 = Command_CIAIntelligenceFromShortcut 9 = Command_SpectreGunshipFromShortcut 10 = Command_LeafletDropFromShortcut END CommandSet SpecialPowerShortcutChina 1 = Command_ClusterMinesFromShortcut 2 = Command_ArtilleryBarrageFromShortcut 3 = Command_CashHackFromShortcut 4 = Command_EmergencyRepairFromShortcut 5 = Command_EMPPulseFromShortcut 6 = Command_NeutronMissileFromShortcut 7 = Early_Command_ChinaCarpetBombFromShortcut 8 = Command_FrenzyFromShortcut END CommandSet SpecialPowerShortcutGLA 1 = Command_AmbushFromShortcut 2 = Command_EmergencyRepairFromShortcut 3 = Command_AnthraxBombFromShortcut 4 = Command_ScudStormFromShortcut 5 = Command_RadarVanScanFromShortcut 6 = Command_SneakAttackFromShortcut 7 = Command_GPSScramblerFromShortcut END CommandSet SpecialPowerShortcutBoss 1 = Command_ClusterMinesFromShortcut 2 = Command_ChinaCarpetBombFromShortcut 3 = Command_ArtilleryBarrageFromShortcut 4 = Command_EMPPulseFromShortcut 5 = Command_SpectreGunshipFromShortcut 6 = Command_SneakAttackFromShortcut 7 = Command_FireParticleUplinkCannonFromShortcut 8 = Command_ScudStormFromShortcut 9 = Command_NeutronMissileFromShortcut END CommandSet GLASneakAttackTunnelCommandSet 1 = Command_StructureExit 2 = Command_StructureExit 3 = Command_StructureExit 4 = Command_StructureExit 5 = Command_StructureExit 6 = Command_StructureExit 7 = Command_StructureExit 8 = Command_StructureExit 9 = Command_StructureExit 10 = Command_StructureExit 11 = Command_Evacuate 13 = Command_SetRallyPoint End CommandSet BattleShipCommandSet ;1 = Command_BattleshipFire 1 = Command_BattleshipFireViaSpecialPower 14 = Command_Stop End ;-------------------------------------------------------------------------------- ; GENERALS CHALLENGE COMMAND SETS ;-------------------------------------------------------------------------------- CommandSet GC_Chem_SCIENCE_GLA_CommandSetRank1 1 = Command_PurchaseScienceScudLauncher END CommandSet GC_Chem_SCIENCE_GLA_CommandSetRank3 4 = GC_Chem_Command_PurchaseScienceRebelAmbush1 5 = GC_Chem_Command_PurchaseScienceRebelAmbush2 6 = GC_Chem_Command_PurchaseScienceRebelAmbush3 7 = Command_PurchaseScienceCashBounty1 8 = Command_PurchaseScienceCashBounty2 9 = Command_PurchaseScienceCashBounty3 10 = Command_PurchaseScienceEmergencyRepair1 11 = Command_PurchaseScienceEmergencyRepair2 12 = Command_PurchaseScienceEmergencyRepair3 END CommandSet GC_Chem_SCIENCE_GLA_CommandSetRank8 1 = Command_PurchaseScienceAnthraxBomb 2 = Command_PurchaseScienceSneakAttack 3 = Command_PurchaseScienceGPSScrambler END CommandSet GC_Chem_SpecialPowerShortcutGLA 1 = GC_Chem_Command_AmbushFromShortcut 2 = Command_EmergencyRepairFromShortcut 3 = Command_AnthraxBombFromShortcut 4 = Command_ScudStormFromShortcut 5 = Command_RadarVanScanFromShortcut 6 = Command_SneakAttackFromShortcut 7 = Command_GPSScramblerFromShortcut END CommandSet GC_Chem_GLAWorkerCommandSet 1 = GC_Chem_Command_ConstructGLASupplyStash 2 = GC_Chem_Command_ConstructGLAPalace 3 = GC_Chem_Command_ConstructGLABarracks 4 = GC_Chem_Command_ConstructGLABlackMarket 5 = GC_Chem_Command_ConstructGLAStingerSite 6 = GC_Chem_Command_ConstructGLAScudStorm 7 = GC_Chem_Command_ConstructGLATunnelNetwork 9 = GC_Chem_Command_ConstructGLAArmsDealer 10 = GC_Chem_Command_ConstructGLACommandCenter 11 = GC_Chem_Command_ConstructGLADemoTrap 14 = Command_DisarmMinesAtPosition End CommandSet GC_Chem_GLABarracksCommandSet 1 = GC_Chem_Command_ConstructGLAInfantryRebel 2 = GC_Chem_Command_ConstructGLAInfantryRPGTrooper 3 = GC_Chem_Command_ConstructGLAInfantryTerrorist ;4 = Command_ConstructGLAInfantryAngryMob 5 = GC_Chem_Command_ConstructGLAInfantryHijacker 6 = GC_Chem_Command_ConstructGLAInfantryJarmenKell 7 = Command_UpgradeGLARebelCaptureBuilding 13 = Command_SetRallyPoint 14 = Command_Sell End CommandSet GC_Chem_GLAPalaceCommandSet 1 = Command_StructureExit 2 = Command_StructureExit 3 = Command_StructureExit 4 = Command_StructureExit 5 = Command_StructureExit 6 = Command_Evacuate 7 = Command_UpgradeGLAFortifiedStructure 8 = Command_UpgradeGLAArmTheMob 11 = GC_Chem_Command_UpgradeGLAAnthraxGamma 14 = Command_Sell End CommandSet GC_Chem_GLACommandCenterCommandSet 1 = GC_Chem_Command_ConstructGLAWorker 2 = Command_UpgradeGLAWorkerShoes 3 = GC_Chem_Command_Ambush 4 = Command_EmergencyRepair 5 = Command_AnthraxBomb 6 = Command_SneakAttack 13 = Command_SetRallyPoint 14 = Command_Sell End CommandSet GC_Chem_GLAArmsDealerCommandSet 1 = GC_Chem_Command_ConstructGLAVehicleRadarVan 2 = GC_Chem_Command_ConstructGLAVehicleQuadCannon 3 = GC_Chem_Command_ConstructGLAVehicleToxinTruck 4 = GC_Chem_Command_ConstructGLAVehicleBombTruck 5 = GC_Chem_Command_ConstructGLAVehicleScudLauncher 13 = Command_SetRallyPoint 14 = Command_Sell End CommandSet GC_Chem_GLASupplyStashCommandSet 1 = GC_Chem_Command_ConstructGLAWorker 13 = Command_SetRallyPoint 14 = Command_Sell End CommandSet GC_Chem_GLABlackMarketCommandSet 1 = Command_UpgradeGLAAPBullets 2 = Command_UpgradeGLAAPRockets 3 = Command_UpgradeGLAJunkRepair 4 = Command_UpgradeGLARadarVanScan 6 = Command_UpgradeGLAWorkerShoes 14 = Command_Sell End CommandSet GC_Chem_GLAScudStormCommandSet 1 = Command_ScudStorm 14 = Command_Sell End ;-------------------------------------------------------------------------------- ;Stealth General ;-------------------------------------------------------------------------------- CommandSet GC_Slth_SCIENCE_GLA_CommandSetRank1 1 = Command_PurchaseScienceTechnicalTraining 4 = Early_Command_PurchaseScienceEmergencyRepair1 END CommandSet GC_Slth_SCIENCE_GLA_CommandSetRank3 1 = Slth_Command_PurchaseScienceGPSScrambler 4 = Command_PurchaseScienceRebelAmbush1 5 = Command_PurchaseScienceRebelAmbush2 6 = Command_PurchaseScienceRebelAmbush3 7 = Command_PurchaseScienceCashBounty1 8 = Command_PurchaseScienceCashBounty2 9 = Command_PurchaseScienceCashBounty3 10 = Early_Command_PurchaseScienceEmergencyRepair2 11 = Early_Command_PurchaseScienceEmergencyRepair3 END CommandSet GC_Slth_SCIENCE_GLA_CommandSetRank8 1 = Command_PurchaseScienceAnthraxBomb 2 = Command_PurchaseScienceSneakAttack END CommandSet GC_Slth_SpecialPowerShortcutGLA 1 = Command_AmbushFromShortcut 2 = Early_Command_EmergencyRepairFromShortcut 3 = Command_AnthraxBombFromShortcut 4 = Command_ScudStormFromShortcut 5 = Command_RadarVanScanFromShortcut 6 = Command_SneakAttackFromShortcut 7 = Command_GPSScramblerFromShortcut END CommandSet GC_Slth_GLAWorkerCommandSet 1 = GC_Slth_Command_ConstructGLASupplyStash 2 = GC_Slth_Command_ConstructGLAPalace 3 = GC_Slth_Command_ConstructGLABarracks 4 = GC_Slth_Command_ConstructGLABlackMarket 5 = GC_Slth_Command_ConstructGLAStingerSite 6 = GC_Slth_Command_ConstructGLAScudStorm 7 = GC_Slth_Command_ConstructGLATunnelNetwork 8 = GC_Slth_Command_ConstructGLADemoTrap 9 = GC_Slth_Command_ConstructGLAArmsDealer 10 = GC_Slth_Command_ConstructGLACommandCenter 14 = Command_DisarmMinesAtPosition End CommandSet GC_Slth_GLACommandCenterCommandSet 1 = GC_Slth_Command_ConstructGLAWorker 2 = Command_UpgradeGLAWorkerShoes 4 = Command_GPSScrambler 5 = Command_Ambush 6 = Early_Command_EmergencyRepair 7 = Command_AnthraxBomb 8 = Command_SneakAttack 13 = Command_SetRallyPoint 14 = Command_Sell End CommandSet GC_Slth_GLASupplyStashCommandSet 1 = GC_Slth_Command_ConstructGLAWorker 13 = Command_SetRallyPoint 14 = Command_Sell End CommandSet GC_Slth_GLABarracksCommandSet 1 = GC_Slth_Command_ConstructGLAInfantryRebel 2 = GC_Slth_Command_ConstructGLAInfantryRPGTrooper 3 = GC_Slth_Command_ConstructGLAInfantryTerrorist 4 = GC_Slth_Command_ConstructGLAInfantryHijacker 5 = GC_Slth_Command_ConstructGLAInfantryJarmenKell 7 = Command_UpgradeGLARebelCaptureBuilding 13 = Command_SetRallyPoint 14 = Command_Sell End CommandSet GC_Slth_GLAStingerSiteCommandSet 13 = Command_Stop 14 = Command_Sell End CommandSet GC_Slth_GLATunnelNetworkCommandSet 1 = Command_StructureExit 2 = Command_StructureExit 3 = Command_StructureExit 4 = Command_StructureExit 5 = Command_StructureExit 6 = Command_StructureExit 7 = Command_StructureExit 8 = Command_StructureExit 9 = Command_StructureExit 10 = Command_StructureExit 11 = Command_TunnelEvacuate 12 = Command_Stop 13 = Command_SetRallyPoint 14 = Command_Sell End CommandSet GC_Slth_GLAArmsDealerCommandSet 1 = GC_Slth_Command_ConstructGLAVehicleTechnical 2 = GC_Slth_Command_ConstructGLAVehicleRadarVan 3 = GC_Slth_Command_ConstructGLAVehicleQuadCannon ;4 = GC_Slth_Command_ConstructGLAVehicleCombatBike ;5 = GC_Slth_Command_ConstructGLAVehicleBattleBus 6 = Command_ConstructGLAVehicleRocketBuggy 13 = Command_SetRallyPoint 14 = Command_Sell End CommandSet GC_Slth_GLAPalaceCommandSet 1 = Command_StructureExit 2 = Command_StructureExit 3 = Command_StructureExit 4 = Command_StructureExit 5 = Command_StructureExit 6 = Command_Evacuate 7 = Command_UpgradeGLAFortifiedStructure 9 = GC_Slth_Command_UpgradeGLAQuadCannonSnipeGun 14 = Command_Sell End CommandSet GC_Slth_GLAScudStormCommandSet 1 = Command_ScudStorm 12 = Command_UpgradeGLACamoNetting 14 = Command_Sell End CommandSet GC_Slth_GLABlackMarketCommandSet 1 = Command_UpgradeGLAAPBullets 2 = Command_UpgradeGLAAPRockets 3 = Command_UpgradeGLAJunkRepair 4 = Command_UpgradeGLABuggyAmmo 5 = Command_UpgradeGLARadarVanScan 6 = Command_UpgradeGLAWorkerShoes 12 = Command_UpgradeGLACamoNetting 14 = Command_Sell End CommandSet GC_Slth_GLADemoTrapCommandSet 1 = Command_SetDemoTrapProximityDetonation 2 = Command_SetDemoTrapManualDetonation 5 = Command_DetonateDemoTrap 14 = Command_Sell End CommandSet GC_Slth_GLAInfantryJarmenKellCommandSet 1 = Command_GLAInfantryJarmenKellSnipeVehicleAttack 11 = Command_AttackMove 13 = Command_Guard 14 = Command_Stop End CommandSet GC_Slth_GLAVehicleBattleBusCommandSet 1 = GC_Slth_Command_DisguiseAsVehicle 11 = Command_AttackMove 13 = Command_Guard 14 = Command_Stop End ;-------------------------------------------------------------------------------- ; NEW Air Force General ;-------------------------------------------------------------------------------- CommandSet AirF_SCIENCE_AMERICA_CommandSetRank1 1 = Command_PurchaseScienceSpyDrone 2 = AirF_Command_PurchaseScienceCarpetBomb 4 = Early_Command_PurchaseScienceEmergencyRepair1 END CommandSet AirF_SCIENCE_AMERICA_CommandSetRank3 1 = Command_PurchaseSciencePathfinder 4 = Command_PurchaseScienceParadrop1 5 = Command_PurchaseScienceParadrop2 6 = Command_PurchaseScienceParadrop3 8 = Command_PurchaseScienceSpectreGunship1 9 = Command_PurchaseScienceSpectreGunship2 10 = Early_Command_PurchaseScienceEmergencyRepair2 11 = Early_Command_PurchaseScienceEmergencyRepair3 13 = AirF_Command_PurchaseScienceA10ThunderboltMissileStrike1 14 = AirF_Command_PurchaseScienceA10ThunderboltMissileStrike2 15 = AirF_Command_PurchaseScienceA10ThunderboltMissileStrike3 END CommandSet AirF_SCIENCE_AMERICA_CommandSetRank8 1 = Command_PurchaseScienceDaisyCutter 2 = Command_PurchaseScienceLeafletDrop 3 = Command_PurchaseScienceSpectreGunship3 4 = Command_FAKECOMMAND_PurchaseScienceMOAB ;Need the slot (it's SCRIPT_ONLY) and hidden. END CommandSet AirF_SpecialPowerShortcutUSA 1 = Command_SpyDroneFromShortcut 2 = Command_ParadropFromShortcut 3 = AirF_Command_A10ThunderboltMissileStrikeFromShortcut 4 = Early_Command_EmergencyRepairFromShortcut 5 = Command_DaisyCutterFromShortcut 6 = Command_FireParticleUplinkCannonFromShortcut 7 = Command_SpySatelliteScanFromShortcut 8 = Command_CIAIntelligenceFromShortcut 9 = AirF_Command_SpectreGunshipFromShortcut 10 = Command_LeafletDropFromShortcut 11 = AirF_Command_CarpetBombFromShortcut END CommandSet AirF_AmericaDozerCommandSet 1 = AirF_Command_ConstructAmericaPowerPlant 2 = AirF_Command_ConstructAmericaStrategyCenter 3 = AirF_Command_ConstructAmericaBarracks 4 = AirF_Command_ConstructAmericaSupplyDropZone 5 = AirF_Command_ConstructAmericaSupplyCenter 6 = AirF_Command_ConstructAmericaParticleCannonUplink 7 = AirF_Command_ConstructAmericaPatriotBattery 8 = AirF_Command_ConstructAmericaCommandCenter 9 = AirF_Command_ConstructAmericaFireBase 11 = AirF_Command_ConstructAmericaWarFactory 13 = AirF_Command_ConstructAmericaAirfield 14 = Command_DisarmMinesAtPosition End CommandSet AirF_AmericaCommandCenterCommandSet 1 = AirF_Command_ConstructAmericaDozer 2 = AirF_Command_SpectreGunship 4 = Command_LeafletDrop 5 = AirF_Command_A10ThunderboltMissileStrike 6 = Command_Paradrop 7 = Command_SpyDrone 8 = Early_Command_EmergencyRepair 9 = Command_DaisyCutter 10 = Command_SpySatelliteScan 13 = Command_SetRallyPoint 14 = Command_Sell End ;Kris: Not anymore. The commandbutton will automatically upgrade from Command_DaisyCutter to Command_MOAB. ;CommandSet AirF_AmericaCommandCenterCommandSetToMOAB ; 1 = AirF_Command_ConstructAmericaDozer ; 2 = AirF_Command_SpectreGunship ; 4 = Command_LeafletDrop ; 5 = AirF_Command_A10ThunderboltMissileStrike ; 6 = Command_Paradrop ; 7 = Command_SpyDrone ; 8 = Early_Command_EmergencyRepair ; 9 = Command_MOAB ;NOTE THIS GOT UPGRADED FROM ABOVE ; 10 = Command_SpySatelliteScan ; 13 = Command_SetRallyPoint ; 14 = Command_Sell ;End CommandSet AirF_AmericaPowerPlantCommandSet 1 = Command_UpgradeAmericaAdvancedControlRods 14 = Command_Sell End CommandSet AirF_AmericaStrategyCenterCommandSet 1 = Command_InitiateBattlePlanBombardment 2 = Command_CIAIntelligence 3 = Command_InitiateBattlePlanHoldTheLine ; 4 = Command_UpgradeAmericaSentryDroneGun 5 = Command_InitiateBattlePlanSearchAndDestroy 6 = Command_UpgradeAmericaChemicalSuits 7 = Command_UpgradeAmericaMOAB ; 8 = Command_UpgradeAmericaCompositeArmor 9 = Command_UpgradeAmericaAdvancedTraining 10 = Command_UpgradeAmericaDroneArmor 11 = Command_StrategyCenter_Stop 12 = AirF_Command_CarpetBomb 13 = Command_UpgradeAmericaSupplyLines 14 = Command_Sell End CommandSet AirF_AmericaBarracksCommandSet 1 = AirF_Command_ConstructAmericaInfantryRanger 2 = AirF_Command_ConstructAmericaInfantryMissileDefender 3 = AirF_Command_ConstructAmericaInfantryColonelBurton 4 = AirF_Command_ConstructAmericaInfantryPathfinder 7 = Command_UpgradeAmericaRangerFlashBangGrenade 8 = Command_UpgradeAmericaRangerCaptureBuilding 13 = Command_SetRallyPoint 14 = Command_Sell End CommandSet AirF_AmericaFireBaseCommandSet 1 = Command_FireBaseExit 2 = Command_FireBaseExit 3 = Command_FireBaseExit 4 = Command_FireBaseExit 6 = Command_Evacuate 12 = Command_Sell 14 = Command_Stop End CommandSet AirF_AmericaAirfieldCommandSet 1 = AirF_Command_ConstructAmericaJetRaptor 2 = AirF_Command_ConstructAmericaVehicleComanche 3 = AirF_Command_ConstructAmericaJetAurora 4 = AirF_Command_ConstructAmericaJetStealthFighter 7 = Command_UpgradeComancheRocketPods 8 = AirF_Command_UpgradeAmericaLaserMissiles 9 = Command_UpgradeAmericaCountermeasures 10 = Command_UpgradeAmericaBunkerBusters 11 = AirF_Command_UpgradeStealthComanche 13 = Command_SetRallyPoint 14 = Command_Sell End CommandSet AirF_AmericaParticleUplinkCannonCommandSet 1 = Command_FireParticleUplinkCannon 14 = Command_Sell End CommandSet AirF_AmericaVehicleComancheCommandSet 1 = Command_AmericaVehicleComancheFireRocketPods 11 = Command_AttackMove 13 = Command_Guard 14 = Command_Stop End CommandSet AirF_AmericaSupplyCenterCommandSet 1 = AirF_Command_ConstructAFGChinook 3 = AirF_Command_ConstructAmericaVehicleChinook 13 = Command_SetRallyPoint 14 = Command_Sell End CommandSet AirF_AmericaWarFactoryCommandSet 2 = AirF_Command_ConstructAmericaVehicleTomahawk 3 = AirF_Command_ConstructAmericaVehicleHumvee 4 = AirF_Command_ConstructAmericaVehicleMedic 6 = AirF_Command_ConstructAmericaVehicleSentryDrone 7 = AirF_Command_ConstructAmericaVehicleAvenger 8 = AirF_Command_ConstructAmericaVehicleMicrowave 9 = Command_UpgradeAmericaSentryDroneGun 11 = Command_UpgradeAmericaTOWMissile 13 = Command_SetRallyPoint 14 = Command_Sell End CommandSet AirF_AmericaInfantryMissileDefenderCommandSet 1 = Command_AmericaMissileDefenderLaserGuidedMissiles 11 = Command_AttackMove 13 = Command_Guard 14 = Command_Stop End ;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;; ;; NEW Demo General Commands ;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;; ;-- ;Demolitions General ;--- CommandSet Demo_SCIENCE_GLA_CommandSetRank1 1 = Command_PurchaseScienceScudLauncher 2 = Command_PurchaseScienceMarauderTank 3 = Command_PurchaseScienceTechnicalTraining END CommandSet Demo_SCIENCE_GLA_CommandSetRank3 4 = Command_PurchaseScienceRebelAmbush1 5 = Command_PurchaseScienceRebelAmbush2 6 = Command_PurchaseScienceRebelAmbush3 7 = Command_PurchaseScienceCashBounty1 8 = Command_PurchaseScienceCashBounty2 9 = Command_PurchaseScienceCashBounty3 10 = Command_PurchaseScienceEmergencyRepair1 11 = Command_PurchaseScienceEmergencyRepair2 12 = Command_PurchaseScienceEmergencyRepair3 END CommandSet Demo_SCIENCE_GLA_CommandSetRank8 1 = Command_PurchaseScienceAnthraxBomb 2 = Command_PurchaseScienceSneakAttack END CommandSet Demo_SpecialPowerShortcutGLA 1 = Command_AmbushFromShortcut 2 = Command_EmergencyRepairFromShortcut 3 = Command_AnthraxBombFromShortcut 4 = Command_ScudStormFromShortcut 5 = Command_RadarVanScanFromShortcut 6 = Command_SneakAttackFromShortcut 7 = Command_GPSScramblerFromShortcut END CommandSet Demo_GLAWorkerCommandSet 1 = Demo_Command_ConstructGLASupplyStash 2 = Demo_Command_ConstructGLADemoTrap 3 = Demo_Command_ConstructGLABarracks 4 = Demo_Command_ConstructGLAPalace 5 = Demo_Command_ConstructGLAStingerSite 6 = Demo_Command_ConstructGLABlackMarket 7 = Demo_Command_ConstructGLATunnelNetwork 8 = Demo_Command_ConstructGLAScudStorm 9 = Demo_Command_ConstructGLAArmsDealer 10 = Demo_Command_ConstructGLACommandCenter 11 = Demo_Command_TertiarySuicide 13 = Command_UpgradeGLAWorkerFakeCommandSet 14 = Command_DisarmMinesAtPosition End CommandSet Demo_GLAWorkerFakeBuildingsCommandSet 1 = Demo_Command_ConstructFakeGLACommandCenter 2 = Demo_Command_ConstructFakeGLABarracks 3 = Demo_Command_ConstructFakeGLASupplyStash 4 = Demo_Command_ConstructFakeGLAArmsDealer 5 = Demo_Command_ConstructFakeGLABlackMarket 11 = Demo_Command_TertiarySuicide 13 = Command_UpgradeGLAWorkerRealCommandSet End CommandSet Demo_GLACommandCenterCommandSet 1 = Demo_Command_ConstructGLAWorker 4 = Command_GPSScrambler 5 = Command_Ambush 6 = Command_EmergencyRepair 7 = Command_AnthraxBomb 8 = Command_SneakAttack 13 = Command_SetRallyPoint 14 = Command_Sell End CommandSet Demo_GLASupplyStashCommandSet 1 = Demo_Command_ConstructGLAWorker 13 = Command_SetRallyPoint 14 = Command_Sell End CommandSet Demo_GLAPalaceCommandSet 1 = Command_StructureExit 2 = Command_StructureExit 3 = Command_StructureExit 4 = Command_StructureExit 5 = Command_StructureExit 6 = Command_Evacuate 7 = Command_UpgradeGLAFortifiedStructure 8 = Command_UpgradeGLAArmTheMob ; 12 = Demo_Command_UpgradeGLADemoTrapHighExplosiveBomb 13 = Demo_UpgradeSuicideBomb 14 = Command_Sell End CommandSet Demo_GLABarracksCommandSet 1 = Demo_Command_ConstructGLAInfantryRebel 2 = Demo_Command_ConstructGLAInfantryRPGTrooper 3 = Demo_Command_ConstructGLAInfantryTerrorist 4 = Demo_Command_ConstructGLAInfantryAngryMob 6 = Demo_Command_ConstructGLAInfantryJarmenKell ; 8 = Command_UpgradeGLAInfantryRebelBoobyTrapAttack 11 = Command_UpgradeGLARebelCaptureBuilding 13 = Command_SetRallyPoint 14 = Command_Sell End CommandSet Demo_GLABlackMarketCommandSet 1 = Command_UpgradeGLAAPBullets 3 = Command_UpgradeGLAJunkRepair 5 = Command_UpgradeGLARadarVanScan 2 = Command_UpgradeGLAAPRockets 4 = Command_UpgradeGLABuggyAmmo 6 = Command_UpgradeGLAWorkerShoes 14 = Command_Sell End CommandSet Demo_GLAStingerSiteCommandSet 13 = Command_Stop 14 = Command_Sell End CommandSet Demo_GLAScudStormCommandSet 1 = Command_ScudStorm 14 = Command_Sell End CommandSet Demo_GLATunnelNetworkCommandSet 1 = Command_StructureExit 2 = Command_StructureExit 3 = Command_StructureExit 4 = Command_StructureExit 5 = Command_StructureExit 6 = Command_StructureExit 7 = Command_StructureExit 8 = Command_StructureExit 9 = Command_StructureExit 10 = Command_StructureExit 11 = Command_TunnelEvacuate 12 = Command_Stop 13 = Command_SetRallyPoint 14 = Command_Sell End CommandSet Demo_GLAArmsDealerCommandSet 1 = Demo_Command_ConsturctGLATankScorpion 2 = Demo_Command_ConstructGLAVehicleTechnical 3 = Demo_Command_ConstructGLAVehicleRadarVan 4 = Demo_Command_ConstructGLAVehicleQuadCannon 5 = Demo_Command_ConstructGLAVehicleToxinTruck;TOXIN TRACTOR 6 = Demo_Command_ConstructGLAVehicleRocketBuggy 7 = Demo_Command_ConstructGLATankMarauder 8 = Demo_Command_ConstructGLAVehicleBombTruck 9 = Demo_Command_ConstructGLAVehicleScudLauncher 10 = Command_UpgradeGLAScorpionRocket 11 = Demo_Command_ConstructGLAVehicleCombatBike 12 = Demo_Command_ConstructGLAVehicleBattleBus 13 = Command_SetRallyPoint 14 = Command_Sell End CommandSet Demo_GLADemoTrapCommandSet 1 = Command_SetDemoTrapProximityDetonation 2 = Command_SetDemoTrapManualDetonation 5 = Command_DetonateDemoTrap 14 = Command_Sell End CommandSet Demo_GLAInfantryRebelCommandSet 1 = Command_GLAInfantryRebelCaptureBuilding 2 = Command_GLAInfantryRebelBoobyTrapAttack 11 = Command_AttackMove 13 = Command_Guard 14 = Command_Stop End CommandSet Demo_GLAInfantryTunnelDefenderCommandSet 11 = Command_AttackMove 13 = Command_Guard 14 = Command_Stop End CommandSet Demo_GLAInfantryTerroristCommandSet 1 = Command_GLAInfantryTerroristMakeCarBomb 13 = Command_Guard 14 = Command_Stop End CommandSet Demo_GLAInfantryAngryMobCommandSet 11 = Command_AttackMove 13 = Command_Guard 14 = Command_Stop End CommandSet Demo_GLAInfantryJarmenKellCommandSet 1 = Command_GLAInfantryJarmenKellSnipeVehicleAttack 2 = Demo_Command_KellTimedDemoCharge 3 = Demo_Command_KellRemoteDemoCharge 4 = Demo_Command_KellDetonateCharges 11 = Command_AttackMove 13 = Command_Guard 14 = Command_Stop End CommandSet Demo_GLAVehicleRadarVanCommandSet 1 = Command_RadarVanScan 14 = Command_Stop End CommandSet Demo_GLAVehicleQuadCannon 11 = Command_AttackMove 13 = Command_Guard 14 = Command_Stop End CommandSet Demo_GLAVehicleBombTruckCommandSet 1 = Command_DisguiseAsVehicle 3 = Command_BombTruckDetonateNow 8 = Command_UpgradeGLABombTruckHighExplosiveBomb 11 = Command_AttackMove 13 = Command_Guard 14 = Command_Stop End CommandSet Demo_GLAInfantryHijackerCommandSet 1 = Command_GLAInfantryHijack 13 = Command_Guard 14 = Command_Stop End CommandSet Demo_GLAVehicleBattleBusCommandSet 1 = Command_TransportExit 2 = Command_TransportExit 3 = Command_TransportExit 4 = Command_TransportExit 5 = Command_TransportExit 6 = Command_TransportExit 7 = Command_TransportExit 8 = Command_TransportExit 10 = Command_Evacuate 11 = Command_AttackMove 13 = Command_Guard 14 = Command_Stop End CommandSet Demo_GLAVehicleScudLauncherCommandSet 11 = Command_AttackMove 13 = Command_Guard 14 = Command_Stop End CommandSet Demo_GLAVehicleCombatBikeDefaultCommandSet 1 = Command_ScuttleCombatBike 11 = Command_AttackMove 13 = Command_Guard 14 = Command_Stop End CommandSet Demo_GLATankScorpionCommandSet 11 = Command_AttackMove 13 = Command_Guard 14 = Command_Stop End CommandSet Demo_GLAVehicleRocketBuggyCommandSet 11 = Command_AttackMove 13 = Command_Guard 14 = Command_Stop End CommandSet Demo_GLAVehicleToxinTruckCommandSet 1 = Command_GLAToxinTractorContaminateGround 11 = Command_AttackMove 13 = Command_Guard 14 = Command_Stop End CommandSet Demo_GLAVehicleTechnicalCommandSet 1 = Command_TransportExit 2 = Command_TransportExit 3 = Command_TransportExit 4 = Command_TransportExit 5 = Command_TransportExit 11 = Command_AttackMove 10 = Command_Evacuate 13 = Command_Guard 14 = Command_Stop End CommandSet Demo_GLATankMarauderCommandSet 11 = Command_AttackMove 13 = Command_Guard 14 = Command_Stop End ;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;; ;; upgraded sets ;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;; CommandSet Demo_GLATankMarauderCommandSetUpgrade 9 = Demo_Command_TertiarySuicide 11 = Command_AttackMove 13 = Command_Guard 14 = Command_Stop End CommandSet Demo_GLAVehicleTechnicalCommandSetUpgrade 1 = Command_TransportExit 2 = Command_TransportExit 3 = Command_TransportExit 4 = Command_TransportExit 5 = Command_TransportExit 9 = Demo_Command_TertiarySuicide 11 = Command_AttackMove 10 = Command_Evacuate 13 = Command_Guard 14 = Command_Stop End CommandSet Demo_GLAVehicleToxinTruckCommandSetUpgrade 1 = Command_GLAToxinTractorContaminateGround 9 = Demo_Command_TertiarySuicide 11 = Command_AttackMove 13 = Command_Guard 14 = Command_Stop End CommandSet Demo_GLAVehicleRocketBuggyCommandSetUpgrade 9 = Demo_Command_TertiarySuicide 11 = Command_AttackMove 13 = Command_Guard 14 = Command_Stop End CommandSet Demo_GLATankScorpionCommandSetUpgrade 9 = Demo_Command_TertiarySuicide 11 = Command_AttackMove 13 = Command_Guard 14 = Command_Stop End CommandSet Demo_GLAWorkerCommandSetUpgrade 1 = Demo_Command_ConstructGLASupplyStash 2 = Demo_Command_ConstructGLADemoTrap 3 = Demo_Command_ConstructGLABarracks 4 = Demo_Command_ConstructGLAPalace 5 = Demo_Command_ConstructGLAStingerSite 6 = Demo_Command_ConstructGLABlackMarket 7 = Demo_Command_ConstructGLATunnelNetwork 8 = Demo_Command_ConstructGLAScudStorm 9 = Demo_Command_ConstructGLAArmsDealer 10 = Demo_Command_ConstructGLACommandCenter 11 = Demo_Command_TertiarySuicide 13 = Command_UpgradeGLAWorkerFakeCommandSet 14 = Command_DisarmMinesAtPosition End CommandSet Demo_GLACommandCenterCommandSetUpgrade 1 = Demo_Command_ConstructGLAWorker 3 = Demo_Command_TertiarySuicide 4 = Command_GPSScrambler 5 = Command_Ambush 6 = Command_EmergencyRepair 7 = Command_AnthraxBomb 8 = Command_SneakAttack 13 = Command_SetRallyPoint 14 = Command_Sell End CommandSet Demo_GLASupplyStashCommandSetUpgrade 1 = Demo_Command_ConstructGLAWorker 2 = Demo_Command_TertiarySuicide 13 = Command_SetRallyPoint 14 = Command_Sell End CommandSet Demo_GLAPalaceCommandSetUpgrade 1 = Command_StructureExit 2 = Command_StructureExit 3 = Command_StructureExit 4 = Command_StructureExit 5 = Command_StructureExit 6 = Command_Evacuate 7 = Command_UpgradeGLAFortifiedStructure 8 = Command_UpgradeGLAArmTheMob ; 12 = Demo_Command_UpgradeGLADemoTrapHighExplosiveBomb 13 = Demo_Command_TertiarySuicide 14 = Command_Sell End CommandSet Demo_GLABarracksCommandSetUpgrade 1 = Demo_Command_ConstructGLAInfantryRebel 2 = Demo_Command_ConstructGLAInfantryRPGTrooper 3 = Demo_Command_ConstructGLAInfantryTerrorist 4 = Demo_Command_ConstructGLAInfantryAngryMob 6 = Demo_Command_ConstructGLAInfantryJarmenKell ; 8 = Command_UpgradeGLAInfantryRebelBoobyTrapAttack 11 = Command_UpgradeGLARebelCaptureBuilding 12 = Command_DetonateFakeBuilding 13 = Command_SetRallyPoint 14 = Command_Sell End CommandSet Demo_GLABlackMarketCommandSetUpgrade 1 = Command_UpgradeGLAAPBullets 2 = Command_UpgradeGLAAPRockets 3 = Command_UpgradeGLAJunkRepair 4 = Demo_Command_TertiarySuicide 5 = Command_UpgradeGLARadarVanScan 6 = Command_UpgradeGLAWorkerShoes 14 = Command_Sell End CommandSet Demo_GLAStingerSiteCommandSetUpgrade 1 = Demo_Command_TertiarySuicide 13 = Command_Stop 14 = Command_Sell End CommandSet Demo_GLAScudStormCommandSetUpgrade 1 = Command_ScudStorm 2 = Demo_Command_TertiarySuicide 14 = Command_Sell End CommandSet Demo_GLATunnelNetworkCommandSetUpgrade 1 = Command_StructureExit 2 = Command_StructureExit 3 = Command_StructureExit 4 = Command_StructureExit 5 = Command_StructureExit 6 = Command_StructureExit 7 = Command_StructureExit 8 = Command_StructureExit 9 = Command_StructureExit 10 = Command_StructureExit 11 = Command_TunnelEvacuate 12 = Demo_Command_TertiarySuicide 13 = Command_SetRallyPoint 14 = Command_Sell End CommandSet Demo_GLAArmsDealerCommandSetUpgrade 1 = Demo_Command_ConsturctGLATankScorpion 2 = Demo_Command_ConstructGLAVehicleTechnical 3 = Demo_Command_ConstructGLAVehicleRadarVan 4 = Demo_Command_ConstructGLAVehicleQuadCannon 5 = Demo_Command_ConstructGLAVehicleToxinTruck;TOXIN TRACTOR 6 = Demo_Command_ConstructGLAVehicleRocketBuggy 7 = Demo_Command_ConstructGLATankMarauder 8 = Demo_Command_ConstructGLAVehicleBombTruck 9 = Demo_Command_ConstructGLAVehicleScudLauncher 10 = Command_UpgradeGLAScorpionRocket 11 = Demo_Command_ConstructGLAVehicleCombatBike 12 = Demo_Command_ConstructGLAVehicleBattleBus 13 = Command_SetRallyPoint 14 = Command_Sell End CommandSet Demo_GLAInfantryRebelCommandSetUpgrade 1 = Command_GLAInfantryRebelCaptureBuilding 2 = Command_GLAInfantryRebelBoobyTrapAttack 3 = Demo_Command_TertiarySuicide 11 = Command_AttackMove 13 = Command_Guard 14 = Command_Stop End CommandSet Demo_GLAInfantryTunnelDefenderCommandSetUpgrade 1 = Demo_Command_TertiarySuicide 11 = Command_AttackMove 13 = Command_Guard 14 = Command_Stop End CommandSet Demo_GLAInfantryAngryMobCommandSetUpgrade 1 = Demo_Command_TertiarySuicide 11 = Command_AttackMove 13 = Command_Guard 14 = Command_Stop End CommandSet Demo_GLAInfantryJarmenKellCommandSetUpgrade 1 = Command_GLAInfantryJarmenKellSnipeVehicleAttack 2 = Demo_Command_KellTimedDemoCharge 3 = Demo_Command_KellRemoteDemoCharge 4 = Demo_Command_KellDetonateCharges 5 = Demo_Command_TertiarySuicide 11 = Command_AttackMove 13 = Command_Guard 14 = Command_Stop End CommandSet Demo_GLAVehicleRadarVanCommandSetUpgrade 1 = Command_RadarVanScan 2 = Demo_Command_TertiarySuicide 14 = Command_Stop End CommandSet Demo_GLAVehicleQuadCannonUpgrade 1 = Demo_Command_TertiarySuicide 11 = Command_AttackMove 13 = Command_Guard 14 = Command_Stop End CommandSet Demo_GLAVehicleBombTruckCommandSetUpgrade 1 = Command_DisguiseAsVehicle 3 = Command_BombTruckDetonateNow 8 = Command_UpgradeGLABombTruckHighExplosiveBomb 11 = Command_AttackMove 13 = Command_Guard 14 = Command_Stop End CommandSet Demo_GLAInfantryHijackerCommandSetUpgrade 1 = Command_GLAInfantryHijack 2 = Demo_Command_TertiarySuicide 13 = Command_Guard 14 = Command_Stop End CommandSet Demo_GLAVehicleBattleBusCommandSetUpgrade 1 = Command_TransportExit 2 = Command_TransportExit 3 = Command_TransportExit 4 = Command_TransportExit 5 = Command_TransportExit 6 = Command_TransportExit 7 = Command_TransportExit 8 = Command_TransportExit 9 = Demo_Command_TertiarySuicide 10 = Command_Evacuate 11 = Command_AttackMove 13 = Command_Guard 14 = Command_Stop End CommandSet Demo_GLAVehicleScudLauncherCommandSetUpgrade 1 = Demo_Command_TertiarySuicide 11 = Command_AttackMove 13 = Command_Guard 14 = Command_Stop End CommandSet Demo_GLAVehicleCombatBikeDefaultCommandSetUpgrade 1 = Command_ScuttleCombatBike 2 = Demo_Command_TertiarySuicide 11 = Command_AttackMove 13 = Command_Guard 14 = Command_Stop End ;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;; ;; NEW Stealth General Commands ;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;; ;-- ;Stealth General ;--- CommandSet Slth_SCIENCE_GLA_CommandSetRank1 1 = Command_PurchaseScienceTechnicalTraining 4 = Early_Command_PurchaseScienceEmergencyRepair1 END CommandSet Slth_SCIENCE_GLA_CommandSetRank3 1 = Slth_Command_PurchaseScienceGPSScrambler 4 = Command_PurchaseScienceRebelAmbush1 5 = Command_PurchaseScienceRebelAmbush2 6 = Command_PurchaseScienceRebelAmbush3 7 = Command_PurchaseScienceCashBounty1 8 = Command_PurchaseScienceCashBounty2 9 = Command_PurchaseScienceCashBounty3 10 = Early_Command_PurchaseScienceEmergencyRepair2 11 = Early_Command_PurchaseScienceEmergencyRepair3 END CommandSet Slth_SCIENCE_GLA_CommandSetRank8 1 = Command_PurchaseScienceAnthraxBomb 2 = Command_PurchaseScienceSneakAttack END CommandSet Slth_SpecialPowerShortcutGLA 1 = Command_AmbushFromShortcut 2 = Early_Command_EmergencyRepairFromShortcut 3 = Command_AnthraxBombFromShortcut 4 = Command_ScudStormFromShortcut 5 = Command_RadarVanScanFromShortcut 6 = Command_SneakAttackFromShortcut 7 = Slth_Command_GPSScramblerFromShortcut END CommandSet Slth_GLAWorkerCommandSet 1 = Slth_Command_ConstructGLASupplyStash 2 = Slth_Command_ConstructGLADemoTrap 3 = Slth_Command_ConstructGLABarracks 4 = Slth_Command_ConstructGLAPalace 5 = Slth_Command_ConstructGLAStingerSite 6 = Slth_Command_ConstructGLABlackMarket 7 = Slth_Command_ConstructGLATunnelNetwork 8 = Slth_Command_ConstructGLAScudStorm 9 = Slth_Command_ConstructGLAArmsDealer 10 = Slth_Command_ConstructGLACommandCenter 13 = Command_UpgradeGLAWorkerFakeCommandSet 14 = Command_DisarmMinesAtPosition End CommandSet Slth_GLAWorkerFakeBuildingsCommandSet 1 = Slth_Command_ConstructFakeGLACommandCenter 2 = Slth_Command_ConstructFakeGLABarracks 3 = Slth_Command_ConstructFakeGLASupplyStash 4 = Slth_Command_ConstructFakeGLAArmsDealer 5 = Slth_Command_ConstructFakeGLABlackMarket 13 = Command_UpgradeGLAWorkerRealCommandSet End CommandSet Slth_GLACommandCenterCommandSet 1 = Slth_Command_ConstructGLAWorker 4 = Slth_Command_GPSScrambler 5 = Command_Ambush 6 = Early_Command_EmergencyRepair 7 = Command_AnthraxBomb 8 = Command_SneakAttack 12 = Command_UpgradeGLACamoNetting 13 = Command_SetRallyPoint 14 = Command_Sell End CommandSet Slth_GLASupplyStashCommandSet 1 = Slth_Command_ConstructGLAWorker 12 = Command_UpgradeGLACamoNetting 13 = Command_SetRallyPoint 14 = Command_Sell End CommandSet Slth_GLAPalaceCommandSet 1 = Command_StructureExit 2 = Command_StructureExit 3 = Command_StructureExit 4 = Command_StructureExit 5 = Command_StructureExit 6 = Command_Evacuate 7 = Command_UpgradeGLAFortifiedStructure 8 = Command_UpgradeGLAArmTheMob ; 9 = Command_UpgradeGLACamouflage ;comes free for stealth general 11 = Command_UpgradeGLAAnthraxBeta 12 = Command_UpgradeGLACamoNetting 14 = Command_Sell End CommandSet Slth_GLABarracksCommandSet 1 = Slth_Command_ConstructGLAInfantryRebel 2 = Slth_Command_ConstructGLAInfantryRPGTrooper 3 = Slth_Command_ConstructGLAInfantryTerrorist 4 = Slth_Command_ConstructGLAInfantryAngryMob 5 = Slth_Command_ConstructGLAInfantryHijacker 6 = Slth_Command_ConstructGLAInfantryJarmenKell 7 = Slth_Command_ConstructGLAInfantrySaboteur 11 = Command_UpgradeGLARebelCaptureBuilding 12 = Command_UpgradeGLACamoNetting 13 = Command_SetRallyPoint 14 = Command_Sell End CommandSet Slth_GLABlackMarketCommandSet 1 = Command_UpgradeGLAAPBullets 2 = Command_UpgradeGLAAPRockets 3 = Command_UpgradeGLAJunkRepair 4 = Command_UpgradeGLABuggyAmmo 5 = Command_UpgradeGLARadarVanScan 6 = Command_UpgradeGLAWorkerShoes 12 = Command_UpgradeGLACamoNetting 14 = Command_Sell End CommandSet Slth_GLAStingerSiteCommandSet 13 = Command_Stop 14 = Command_Sell End CommandSet Slth_GLAScudStormCommandSet 1 = Command_ScudStorm 12 = Command_UpgradeGLACamoNetting 14 = Command_Sell End CommandSet Slth_GLATunnelNetworkCommandSet 1 = Command_StructureExit 2 = Command_StructureExit 3 = Command_StructureExit 4 = Command_StructureExit 5 = Command_StructureExit 6 = Command_StructureExit 7 = Command_StructureExit 8 = Command_StructureExit 9 = Command_StructureExit 10 = Command_StructureExit 11 = Command_TunnelEvacuate 12 = Command_Stop 13 = Command_SetRallyPoint 14 = Command_Sell End CommandSet Slth_GLAArmsDealerCommandSet 2 = Slth_Command_ConstructGLAVehicleTechnical 3 = Slth_Command_ConstructGLAVehicleRadarVan 4 = Slth_Command_ConstructGLAVehicleQuadCannon 5 = Slth_Command_ConstructGLAVehicleToxinTruck 6 = Slth_Command_ConstructGLAVehicleRocketBuggy 8 = Slth_Command_ConstructGLAVehicleBombTruck 10 = Slth_Command_ConstructGLAVehicleBattleBus 11 = Slth_Command_ConstructGLAVehicleCombatBike 12 = Command_UpgradeGLACamoNetting 13 = Command_SetRallyPoint 14 = Command_Sell 15 = Command_ConstructGLAVehicleCombatBikeTerrorist ;??? is this for script then? End CommandSet Slth_GLADemoTrapCommandSet 1 = Command_SetDemoTrapProximityDetonation 2 = Command_SetDemoTrapManualDetonation 5 = Command_DetonateDemoTrap 14 = Command_Sell End CommandSet Slth_GLAInfantryRebelCommandSet 1 = Command_GLAInfantryRebelCaptureBuilding ; 2 = Slth_Command_RebelTimedSlthCharge 11 = Command_AttackMove 13 = Command_Guard 14 = Command_Stop End CommandSet Slth_GLAInfantryTunnelDefenderCommandSet 11 = Command_AttackMove 13 = Command_Guard 14 = Command_Stop End CommandSet Slth_GLAInfantryTerroristCommandSet 1 = Command_GLAInfantryTerroristMakeCarBomb 13 = Command_Guard 14 = Command_Stop End CommandSet Slth_GLAInfantryAngryMobCommandSet 11 = Command_AttackMove 13 = Command_Guard 14 = Command_Stop End CommandSet Slth_GLAInfantryJarmenKellCommandSet 1 = Command_GLAInfantryJarmenKellSnipeVehicleAttack 11 = Command_AttackMove 13 = Command_Guard 14 = Command_Stop End CommandSet Slth_GLAVehicleRadarVanCommandSet 1 = Command_RadarVanScan 14 = Command_Stop End CommandSet Slth_GLAVehicleQuadCannon 11 = Command_AttackMove 13 = Command_Guard 14 = Command_Stop End CommandSet Slth_GLAVehicleBombTruckCommandSet 1 = Command_DisguiseAsVehicle 3 = Command_BombTruckDetonateNow 7 = Command_UpgradeGLABombTruckBioBomb 8 = Command_UpgradeGLABombTruckHighExplosiveBomb 11 = Command_AttackMove 13 = Command_Guard 14 = Command_Stop End CommandSet Slth_GLAInfantryHijackerCommandSet 1 = Command_GLAInfantryHijack 13 = Command_Guard 14 = Command_Stop End CommandSet Slth_GLAVehicleBattleBusCommandSet 1 = Slth_Command_DisguiseAsVehicle 1 = Command_TransportExit 2 = Command_TransportExit 3 = Command_TransportExit 4 = Command_TransportExit 5 = Command_TransportExit 6 = Command_TransportExit 7 = Command_TransportExit 8 = Command_TransportExit 10 = Command_Evacuate 11 = Command_AttackMove 13 = Command_Guard 14 = Command_Stop End CommandSet Slth_GLAVehicleScudLauncherCommandSet 11 = Command_AttackMove 13 = Command_Guard 14 = Command_Stop End CommandSet Chem_SCIENCE_GLA_CommandSetRank1 1 = Command_PurchaseScienceScudLauncher 2 = Chem_Command_PurchaseScienceMarauderTank 3 = Chem_Command_PurchaseScienceTechnicalTraining END CommandSet Chem_SCIENCE_GLA_CommandSetRank3 4 = Chem_Command_PurchaseScienceRebelAmbush1 5 = Chem_Command_PurchaseScienceRebelAmbush2 6 = Chem_Command_PurchaseScienceRebelAmbush3 7 = Command_PurchaseScienceCashBounty1 8 = Command_PurchaseScienceCashBounty2 9 = Command_PurchaseScienceCashBounty3 10 = Command_PurchaseScienceEmergencyRepair1 11 = Command_PurchaseScienceEmergencyRepair2 12 = Command_PurchaseScienceEmergencyRepair3 END CommandSet Chem_SCIENCE_GLA_CommandSetRank8 1 = Command_PurchaseScienceAnthraxBomb 2 = Command_PurchaseScienceSneakAttack END CommandSet Chem_SpecialPowerShortcutGLA 1 = Chem_Command_AmbushFromShortcut 2 = Command_EmergencyRepairFromShortcut 3 = Command_AnthraxBombFromShortcut 4 = Command_ScudStormFromShortcut 5 = Command_RadarVanScanFromShortcut 6 = Command_SneakAttackFromShortcut ;7 = Command_GPSScramblerFromShortcut END CommandSet Chem_GLAWorkerCommandSet 1 = Chem_Command_ConstructGLASupplyStash 2 = Chem_Command_ConstructGLADemoTrap 3 = Chem_Command_ConstructGLABarracks 4 = Chem_Command_ConstructGLAPalace 5 = Chem_Command_ConstructGLAStingerSite 6 = Chem_Command_ConstructGLABlackMarket 7 = Chem_Command_ConstructGLATunnelNetwork 8 = Chem_Command_ConstructGLAScudStorm 9 = Chem_Command_ConstructGLAArmsDealer 10 = Chem_Command_ConstructGLACommandCenter 13 = Command_UpgradeGLAWorkerFakeCommandSet 14 = Command_DisarmMinesAtPosition End CommandSet Chem_GLAWorkerFakeBuildingsCommandSet 1 = Chem_Command_ConstructFakeGLACommandCenter 2 = Chem_Command_ConstructFakeGLABarracks 3 = Chem_Command_ConstructFakeGLASupplyStash 4 = Chem_Command_ConstructFakeGLAArmsDealer 5 = Chem_Command_ConstructFakeGLABlackMarket 13 = Command_UpgradeGLAWorkerRealCommandSet End CommandSet Chem_GLABarracksCommandSet 1 = Chem_Command_ConstructGLAInfantryRebel 2 = Chem_Command_ConstructGLAInfantryRPGTrooper 3 = Chem_Command_ConstructGLAInfantryTerrorist 4 = Chem_Command_ConstructGLAInfantryAngryMob 6 = Chem_Command_ConstructGLAInfantryJarmenKell 11 = Command_UpgradeGLARebelCaptureBuilding 13 = Command_SetRallyPoint 14 = Command_Sell End CommandSet Chem_GLATunnelNetworkCommandSet 1 = Command_StructureExit 2 = Command_StructureExit 3 = Command_StructureExit 4 = Command_StructureExit 5 = Command_StructureExit 6 = Command_StructureExit 7 = Command_StructureExit 8 = Command_StructureExit 9 = Command_StructureExit 10 = Command_StructureExit 11 = Command_TunnelEvacuate 12 = Command_Stop 13 = Command_SetRallyPoint 14 = Command_Sell End CommandSet Chem_GLAVehicleBombTruckCommandSet 1 = Command_DisguiseAsVehicle 3 = Command_BombTruckDetonateNow 7 = Command_UpgradeGLABombTruckBioBomb ; 8 = Command_UpgradeGLABombTruckHighExplosiveBomb 11 = Command_AttackMove 13 = Command_Guard 14 = Command_Stop End CommandSet Chem_GLAVehicleScudLauncherCommandSet ; 1 = Command_GLAExplosiveWarhead ; 3 = Command_GLAAnthraxWarhead 11 = Command_AttackMove 13 = Command_Guard 14 = Command_Stop End CommandSet Chem_GLAPalaceCommandSet 1 = Command_StructureExit 2 = Command_StructureExit 3 = Command_StructureExit 4 = Command_StructureExit 5 = Command_StructureExit 6 = Command_Evacuate 7 = Command_UpgradeGLAFortifiedStructure 8 = Command_UpgradeGLAArmTheMob 11 = Chem_Command_UpgradeGLAAnthraxGamma 14 = Command_Sell End CommandSet Chem_GLACommandCenterCommandSet 1 = Chem_Command_ConstructGLAWorker 5 = Chem_Command_Ambush 6 = Command_EmergencyRepair 7 = Command_AnthraxBomb 8 = Command_SneakAttack 13 = Command_SetRallyPoint 14 = Command_Sell End CommandSet Chem_GLAArmsDealerCommandSet 1 = Chem_Command_ConstructGLATankScorpion 2 = Chem_Command_ConstructGLAVehicleTechnical 3 = Chem_Command_ConstructGLAVehicleRadarVan 4 = Chem_Command_ConstructGLAVehicleQuadCannon 5 = Chem_Command_ConstructGLAVehicleToxinTruck 6 = Chem_Command_ConstructGLAVehicleRocketBuggy 7 = Chem_Command_ConstructGLATankMarauder 8 = Chem_Command_ConstructGLAVehicleBombTruck 9 = Chem_Command_ConstructGLAVehicleScudLauncher 10 = Command_UpgradeGLAScorpionRocket 11 = Chem_Command_ConstructGLAVehicleCombatBike 12 = Chem_Command_ConstructGLAVehicleBattleBus 13 = Command_SetRallyPoint 14 = Command_Sell End CommandSet Chem_GLASupplyStashCommandSet 1 = Chem_Command_ConstructGLAWorker 13 = Command_SetRallyPoint 14 = Command_Sell End CommandSet Chem_GLABlackMarketCommandSet 1 = Chem_Command_UpgradeGLAAPBullets 2 = Command_UpgradeGLAAPRockets 3 = Command_UpgradeGLAJunkRepair 4 = Command_UpgradeGLABuggyAmmo 5 = Command_UpgradeGLARadarVanScan 6 = Command_UpgradeGLAWorkerShoes 14 = Command_Sell End CommandSet Chem_GLAScudStormCommandSet 1 = Command_ScudStorm 14 = Command_Sell End CommandSet Chem_GLAStingerSiteCommandSet 13 = Command_Stop 14 = Command_Sell End CommandSet Chem_GLAInfantryRebelCommandSet 1 = Command_GLAInfantryRebelCaptureBuilding 11 = Command_AttackMove 13 = Command_Guard 14 = Command_Stop End ;-------------------------------------------------------------------------------- ;Nuke General ;-------------------------------------------------------------------------------- CommandSet Nuke_SCIENCE_CHINA_CommandSetRank1 1 = Command_PurchaseScienceRedGuardTraining 2 = Command_PurchaseScienceArtilleryTraining 4 = Early_Command_PurchaseScienceEmergencyRepair1 END CommandSet Nuke_SCIENCE_CHINA_CommandSetRank3 1 = Command_PurchaseScienceClusterMines 3 = Nuke_Command_PurchaseScienceCarpetBomb 4 = Command_PurchaseScienceArtilleryBarrage1 5 = Command_PurchaseScienceArtilleryBarrage2 6 = Command_PurchaseScienceArtilleryBarrage3 7 = Command_PurchaseScienceCashHack1 8 = Command_PurchaseScienceCashHack2 9 = Command_PurchaseScienceCashHack3 10 = Early_Command_PurchaseScienceEmergencyRepair2 11 = Early_Command_PurchaseScienceEmergencyRepair3 13 = Command_PurchaseScienceFrenzy1 14 = Command_PurchaseScienceFrenzy2 15 = Command_PurchaseScienceFrenzy3 END CommandSet Nuke_SCIENCE_CHINA_CommandSetRank8 1 = Command_PurchaseScienceEMPPulse END CommandSet Nuke_SpecialPowerShortcutChina 1 = Command_ClusterMinesFromShortcut 2 = Command_ArtilleryBarrageFromShortcut 3 = Command_CashHackFromShortcut 4 = Early_Command_EmergencyRepairFromShortcut 5 = Command_EMPPulseFromShortcut 6 = Command_NeutronMissileFromShortcut 7 = Nuke_Command_ChinaCarpetBombFromShortcut 10 = Command_FrenzyFromShortcut END CommandSet Nuke_ChinaDozerCommandSet 1 = Nuke_Command_ConstructChinaPowerPlant 2 = Nuke_Command_ConstructChinaInternetCenter 3 = Nuke_Command_ConstructChinaBarracks 4 = Nuke_Command_ConstructChinaAirfield 5 = Nuke_Command_ConstructChinaSupplyCenter 6 = Nuke_Command_ConstructChinaPropagandaCenter 7 = Nuke_Command_ConstructChinaBunker 8 = Nuke_Command_ConstructChinaSpeakerTower 9 = Nuke_Command_ConstructChinaGattlingCannon 10 = Nuke_Command_ConstructChinaNuclearMissileLauncher 11 = Nuke_Command_ConstructChinaWarFactory 12 = Nuke_Command_ConstructChinaCommandCenter 14 = Command_DisarmMinesAtPosition End CommandSet Nuke_ChinaSupplyCenterCommandSet 1 = Nuke_Command_ConstructChinaVehicleSupplyTruck 12 = Command_UpgradeChinaMines 13 = Command_SetRallyPoint 14 = Command_Sell End CommandSet Nuke_ChinaSupplyCenterCommandSetUpgrade 1 = Nuke_Command_ConstructChinaVehicleSupplyTruck 12 = Command_UpgradeEMPMines 13 = Command_SetRallyPoint 14 = Command_Sell End CommandSet Nuke_ChinaCommandCenterCommandSet 1 = Nuke_Command_ConstructChinaDozer 2 = Nuke_Command_ChinaCarpetBomb 3 = Command_NapalmStrike 4 = Command_ClusterMines 5 = Command_CashHack 6 = Command_ArtilleryBarrage 7 = Early_Command_EmergencyRepair 8 = Command_EMPPulse 9 = Command_UpgradeChinaRadar 10 = Command_Frenzy 12 = Command_UpgradeChinaMines 13 = Command_SetRallyPoint 14 = Command_Sell End CommandSet Nuke_ChinaCommandCenterCommandSetUpgrade 1 = Nuke_Command_ConstructChinaDozer 2 = Nuke_Command_ChinaCarpetBomb 3 = Command_NapalmStrike 4 = Command_ClusterMines 5 = Command_CashHack 6 = Command_ArtilleryBarrage 7 = Early_Command_EmergencyRepair 8 = Command_EMPPulse 9 = Command_UpgradeChinaRadar 12 = Command_UpgradeEMPMines 13 = Command_SetRallyPoint 14 = Command_Sell End CommandSet Nuke_ChinaBarracksCommandSet 1 = Nuke_Command_ConstructChinaInfantryRedguard 2 = Nuke_Command_ConstructChinaInfantryTankHunter 3 = Nuke_Command_ConstructChinaInfantryHacker 4 = Nuke_Command_ConstructChinaInfantryBlackLotus 7 = Command_UpgradeChinaRedguardCaptureBuilding 12 = Command_UpgradeChinaMines 13 = Command_SetRallyPoint 14 = Command_Sell End CommandSet Nuke_ChinaBarracksCommandSetUpgrade 1 = Nuke_Command_ConstructChinaInfantryRedguard 2 = Nuke_Command_ConstructChinaInfantryTankHunter 3 = Nuke_Command_ConstructChinaInfantryHacker 4 = Nuke_Command_ConstructChinaInfantryBlackLotus 7 = Command_UpgradeChinaRedguardCaptureBuilding 12 = Command_UpgradeEMPMines 13 = Command_SetRallyPoint 14 = Command_Sell End CommandSet Nuke_ChinaInfantryPropagandaTrooperCommandSet 14 = Command_Stop End CommandSet Nuke_ChinaInfantryMiniGunnerCommandSet 1 = Command_ChinaInfantryRedGuardCaptureBuilding 11 = Command_AttackMove 13 = Command_Guard 14 = Command_Stop End CommandSet Nuke_ChinaWarFactoryCommandSet 1 = Nuke_Command_ConstructChinaTankBattleMaster 2 = Nuke_Command_ConstructChinaTankOverlord 3 = Nuke_Command_ConstructChinaVehicleTroopCrawler 4 = Nuke_Command_ConstructChinaVehicleListeningOutpost 5 = Nuke_Command_ConstructChinaTankGattling 6 = Command_UpgradeChinaChainGuns 7 = Nuke_Command_ConstructChinaTankDragon 8 = Command_UpgradeChinaBlackNapalm 9 = Nuke_Command_ConstructChinaVehicleInfernoCannon 10 = Nuke_Command_ConstructChinaVehicleNukeLauncher 11 = Nuke_Command_ConstructChinaTankECM 12 = Command_UpgradeChinaMines 13 = Command_SetRallyPoint 14 = Command_Sell End CommandSet Nuke_ChinaWarFactoryCommandSetUpgrade 1 = Nuke_Command_ConstructChinaTankBattleMaster 2 = Nuke_Command_ConstructChinaTankOverlord 3 = Nuke_Command_ConstructChinaVehicleTroopCrawler 4 = Nuke_Command_ConstructChinaVehicleListeningOutpost 5 = Nuke_Command_ConstructChinaTankGattling 6 = Command_UpgradeChinaChainGuns 7 = Nuke_Command_ConstructChinaTankDragon 8 = Command_UpgradeChinaBlackNapalm 9 = Nuke_Command_ConstructChinaVehicleInfernoCannon 10 = Nuke_Command_ConstructChinaVehicleNukeLauncher 11 = Nuke_Command_ConstructChinaTankECM 12 = Command_UpgradeEMPMines 13 = Command_SetRallyPoint 14 = Command_Sell End CommandSet Nuke_ChinaPropagandaCenterCommandSet 1 = Command_UpgradeChinaNationalism 2 = Nuke_Command_UpgradeChinaIsotopeStability 3 = Command_UpgradeChinaSubliminalMessaging 12 = Command_UpgradeChinaMines 14 = Command_Sell End CommandSet Nuke_ChinaPropagandaCenterCommandSetUpgrade 1 = Command_UpgradeChinaNationalism 2 = Nuke_Command_UpgradeChinaIsotopeStability 3 = Command_UpgradeChinaSubliminalMessaging 12 = Command_UpgradeEMPMines 14 = Command_Sell End CommandSet Nuke_ChinaInfantryBlackLotusCommandSet 1 = Command_ChinaInfantryBlackLotusCaptureHack 3 = Command_ChinaInfantryBlackLotusVehicleHack 5 = Command_ChinaInfantryBlackLotusCashHack 14 = Command_Stop End CommandSet Nuke_ChinaInfantryHackerCommandSet 1 = Command_ChinaInfantryHackerDisableBuilding 3 = Command_ChinaInfantryHackerInternetHack ;13 = Command_Guard 14 = Command_Stop End CommandSet Nuke_ChinaNuclearMissileCommandSet 1 = Nuke_Command_NeutronMissile 10 = Command_UpgradeChinaNeutronShells 11 = Command_UpgradeChinaTacticalNukeMig 12 = Command_UpgradeChinaMines 14 = Command_Sell End CommandSet Nuke_ChinaNuclearMissileCommandSetUpgrade 1 = Nuke_Command_NeutronMissile 10 = Command_UpgradeChinaNeutronShells 11 = Command_UpgradeChinaTacticalNukeMig 12 = Command_UpgradeEMPMines 14 = Command_Sell End CommandSet Nuke_ChinaBunkerCommandSet 1 = Command_BunkerExit 2 = Command_BunkerExit 3 = Command_BunkerExit 4 = Command_BunkerExit 5 = Command_BunkerExit 6 = Command_Evacuate 12 = Command_UpgradeChinaMines 13 = Command_Stop 14 = Command_Sell End CommandSet Nuke_ChinaBunkerCommandSetUpgrade 1 = Command_BunkerExit 2 = Command_BunkerExit 3 = Command_BunkerExit 4 = Command_BunkerExit 5 = Command_BunkerExit 6 = Command_Evacuate 12 = Command_UpgradeEMPMines 13 = Command_Stop 14 = Command_Sell End CommandSet Nuke_ChinaAirfieldCommandSet 1 = Nuke_Command_ConstructChinaJetMIG 2 = Command_UpgradeChinaAircraftArmor 3 = Nuke_Command_ConstructChinaVehicleHelix ; 11 = Command_UpgradeChinaTacticalNukeMig 12 = Command_UpgradeChinaMines 13 = Command_SetRallyPoint 14 = Command_Sell End CommandSet Nuke_ChinaAirfieldCommandSetUpgrade 1 = Nuke_Command_ConstructChinaJetMIG 2 = Command_UpgradeChinaAircraftArmor 3 = Nuke_Command_ConstructChinaVehicleHelix 12 = Command_UpgradeEMPMines 13 = Command_SetRallyPoint 14 = Command_Sell End CommandSet Nuke_ChinaVehicleHelixCommandSet 1 = Command_TransportExit 2 = Command_TransportExit 3 = Command_TransportExit 4 = Command_TransportExit 5 = Command_TransportExit ;--------- 6 = Command_UpgradeChinaHelixBattleBunker 8 = Command_UpgradeChinaHelixPropagandaTower 10 = Command_UpgradeChinaHelixGattlingCannon ;--------- 7 = Nuke_Command_UpgradeChinaHelixNukeBomb 9 = Nuke_Command_ChinaHelixDropNukeBomb ;--------- 11 = Command_AttackMove 12 = Command_Evacuate 13 = Command_Guard 14 = Command_Stop End CommandSet Nuke_ChinaHelixGattlingCannonCommandSet 1 = Command_TransportExit 2 = Command_TransportExit 3 = Command_TransportExit 4 = Command_TransportExit 5 = Command_TransportExit ;--------- 7 = Nuke_Command_UpgradeChinaHelixNukeBomb 9 = Nuke_Command_ChinaHelixDropNukeBomb ;--------- 11 = Command_AttackMove 12 = Command_Evacuate 13 = Command_Guard 14 = Command_Stop End CommandSet Nuke_ChinaHelixPropagandaTowerCommandSet 1 = Command_TransportExit 2 = Command_TransportExit 3 = Command_TransportExit 4 = Command_TransportExit 5 = Command_TransportExit ;--------- 7 = Nuke_Command_UpgradeChinaHelixNukeBomb 9 = Nuke_Command_ChinaHelixDropNukeBomb ;--------- 11 = Command_AttackMove 12 = Command_Evacuate 13 = Command_Guard 14 = Command_Stop End CommandSet Nuke_ChinaHelixBattleBunkerCommandSet 1 = Command_TransportExit 2 = Command_TransportExit 3 = Command_TransportExit 4 = Command_TransportExit 5 = Command_TransportExit ;--------- 7 = Nuke_Command_UpgradeChinaHelixNukeBomb 9 = Nuke_Command_ChinaHelixDropNukeBomb ;--------- 11 = Command_AttackMove 12 = Command_Evacuate 13 = Command_Guard 14 = Command_Stop End CommandSet Nuke_ChinaVehicleBattleMasterCommandSet 11 = Command_AttackMove 13 = Command_Guard 14 = Command_Stop End CommandSet Nuke_ChinaListeningOutpostCommandSet 1 = Command_TransportExit 2 = Command_TransportExit 11 = Command_AttackMove 12 = Command_EmptyCrawler 13 = Command_Guard 14 = Command_Stop End ;-------------------------------------------------------------------------------- ; NEW Super Weapon General ;-------------------------------------------------------------------------------- CommandSet SupW_SCIENCE_AMERICA_CommandSetRank1 1 = Command_PurchaseScienceSpyDrone 2 = Command_PurchaseScienceStealthFighter END CommandSet SupW_SCIENCE_AMERICA_CommandSetRank3 1 = Command_PurchaseSciencePathfinder 3 = Early_Command_PurchaseScienceLeafletDrop 4 = Command_PurchaseScienceParadrop1 5 = Command_PurchaseScienceParadrop2 6 = Command_PurchaseScienceParadrop3 7 = Command_PurchaseScienceA10ThunderboltMissileStrike1 8 = Command_PurchaseScienceA10ThunderboltMissileStrike2 9 = Command_PurchaseScienceA10ThunderboltMissileStrike3 10 = Command_PurchaseScienceEmergencyRepair1 11 = Command_PurchaseScienceEmergencyRepair2 12 = Command_PurchaseScienceEmergencyRepair3 14 = Command_PurchaseScienceSpectreGunship1 15 = Command_PurchaseScienceSpectreGunship2 END CommandSet SupW_SCIENCE_AMERICA_CommandSetRank8 1 = Command_PurchaseScienceDaisyCutter 2 = Command_PurchaseScienceSpectreGunship3 4 = Command_FAKECOMMAND_PurchaseScienceMOAB ;Need the slot (it's SCRIPT_ONLY) and hidden. END CommandSet SupW_SpecialPowerShortcutUSA 1 = Command_SpyDroneFromShortcut 2 = Command_ParadropFromShortcut 3 = Command_A10ThunderboltMissileStrikeFromShortcut 4 = Command_EmergencyRepairFromShortcut 5 = Command_DaisyCutterFromShortcut 6 = Command_SpySatelliteScanFromShortcut 7 = SupW_Command_FireParticleUplinkCannonFromShortcut 8 = AirF_Command_SpectreGunshipFromShortcut 9 = Early_Command_LeafletDropFromShortcut 10 = Command_CIAIntelligenceFromShortcut END CommandSet SupW_AmericaDozerCommandSet 1 = SupW_Command_ConstructAmericaPowerPlant 2 = SupW_Command_ConstructAmericaStrategyCenter 3 = SupW_Command_ConstructAmericaBarracks 4 = SupW_Command_ConstructAmericaSupplyDropZone 5 = SupW_Command_ConstructAmericaSupplyCenter 6 = SupW_Command_ConstructAmericaParticleCannonUplink 7 = SupW_Command_ConstructAmericaPatriotBattery 8 = SupW_Command_ConstructAmericaCommandCenter 9 = SupW_Command_ConstructAmericaFireBase 11 = SupW_Command_ConstructAmericaWarFactory 13 = SupW_Command_ConstructAmericaAirfield 14 = Command_DisarmMinesAtPosition End CommandSet SupW_AmericaBarracksCommandSet 1 = SupW_Command_ConstructAmericaInfantryRanger 2 = SupW_Command_ConstructAmericaInfantryMissileDefender 3 = SupW_Command_ConstructAmericaInfantryColonelBurton 4 = SupW_Command_ConstructAmericaInfantryPathfinder 7 = Command_UpgradeAmericaRangerFlashBangGrenade 8 = Command_UpgradeAmericaRangerCaptureBuilding 13 = Command_SetRallyPoint 14 = Command_Sell End CommandSet SupW_AmericaCommandCenterCommandSet 1 = SupW_Command_ConstructAmericaDozer 2 = AirF_Command_SpectreGunship 4 = Early_Command_LeafletDrop 5 = Command_A10ThunderboltMissileStrike 6 = Command_Paradrop 7 = Command_SpyDrone 8 = Command_EmergencyRepair 9 = Command_DaisyCutter 10 = Command_SpySatelliteScan 13 = Command_SetRallyPoint 14 = Command_Sell End ;Kris: Not anymore. The commandbutton will automatically upgrade from Command_DaisyCutter to Command_MOAB. ;CommandSet SupW_AmericaCommandCenterCommandSetToMOAB ; 1 = SupW_Command_ConstructAmericaDozer ; 2 = Command_SpectreGunship ; 4 = Early_Command_LeafletDrop ; 5 = Command_A10ThunderboltMissileStrike ; 6 = Command_Paradrop ; 7 = Command_SpyDrone ; 8 = Command_EmergencyRepair ; 9 = Command_MOAB ; 10 = Command_SpySatelliteScan ; 13 = Command_SetRallyPoint ; 14 = Command_Sell ;End CommandSet SupW_AmericaPatriotBatteryCommandSet 13 = Command_Stop 14 = Command_Sell End CommandSet SupW_AmericaSupplyCenterCommandSet 1 = SupW_Command_ConstructAmericaVehicleChinook 13 = Command_SetRallyPoint 14 = Command_Sell End CommandSet SupW_AmericaWarFactoryCommandSet 2 = SupW_Command_ConstructAmericaVehicleTomahawk 3 = SupW_Command_ConstructAmericaVehicleHumvee 4 = SupW_Command_ConstructAmericaVehicleMedic 6 = SupW_Command_ConstructAmericaVehicleSentryDrone 7 = SupW_Command_ConstructAmericaVehicleAvenger 8 = SupW_Command_ConstructAmericaVehicleMicrowave 9 = Command_UpgradeAmericaSentryDroneGun 11 = Command_UpgradeAmericaTOWMissile 13 = Command_SetRallyPoint 14 = Command_Sell End CommandSet SupW_AmericaStrategyCenterCommandSet 1 = Command_InitiateBattlePlanBombardment 2 = Command_CIAIntelligence 3 = Command_InitiateBattlePlanHoldTheLine ; 4 = Command_UpgradeAmericaSentryDroneGun 5 = Command_InitiateBattlePlanSearchAndDestroy 6 = Command_UpgradeAmericaChemicalSuits 7 = Command_UpgradeAmericaMOAB ; 8 = Command_UpgradeAmericaCompositeArmor 9 = Command_UpgradeAmericaAdvancedTraining 10 = Command_UpgradeAmericaDroneArmor 11 = Command_StrategyCenter_Stop 13 = Command_UpgradeAmericaSupplyLines 14 = Command_Sell End CommandSet SupW_AmericaVehicleComancheCommandSet 1 = Command_AmericaVehicleComancheFireRocketPods 11 = Command_AttackMove 13 = Command_Guard 14 = Command_Stop End CommandSet SupW_AmericaAirfieldCommandSet 1 = SupW_Command_ConstructAmericaJetRaptor 2 = SupW_Command_ConstructAmericaVehicleComanche 3 = SupW_Command_ConstructAmericaJetAurora 4 = SupW_Command_ConstructAmericaJetStealthFighter 7 = Command_UpgradeComancheRocketPods 8 = Command_UpgradeAmericaLaserMissiles 9 = Command_UpgradeAmericaCountermeasures 10 = Command_UpgradeAmericaBunkerBusters 13 = Command_SetRallyPoint 14 = Command_Sell End CommandSet SupW_AmericaNuclearMissileCommandSet 1 = SupW_Command_NeutronMissile 14 = Command_Sell End CommandSet SupW_AmericaCruiseMissileCommandSet 1 = SupW_Command_CruiseMissile 14 = Command_Sell End CommandSet SupW_AmericaTomahawkStormCommandSet ;1 = SupW_Command_TomahawkStorm 14 = Command_Sell End CommandSet SupW_AmericaPowerPlantCommandSet 1 = SupW_Command_UpgradeAmericaAdvancedControlRods 14 = Command_Sell End CommandSet SupW_AmericaParticleUplinkCannonCommandSet 1 = SupW_Command_FireParticleUplinkCannon 14 = Command_Sell End CommandSet SupW_AmericaInfantryColonelBurtonCommandSet 1 = Command_ColonelBurtonKnifeAttack 2 = Command_ColonelBurtonTimedDemoCharge 4 = Command_ColonelBurtonRemoteDemoCharge 6 = Command_ColonelBurtonDetonateCharges 11 = Command_AttackMove 13 = Command_Guard 14 = Command_Stop End CommandSet SupW_AmericaInfantryMissileDefenderCommandSet 1 = Command_AmericaMissileDefenderLaserGuidedMissiles 11 = Command_AttackMove 13 = Command_Guard 14 = Command_Stop End CommandSet SupW_AmericaInfantryRangerCommandSet 1 = Command_AmericaRangerCaptureBuilding 2 = Command_AmericaRangerSwitchToMachineGun 4 = Command_AmericaRangerSwitchToFlagBangGrenades 11 = Command_AttackMove 13 = Command_Guard 14 = Command_Stop End CommandSet SupW_AmericaTankCrusaderCommandSet 1 = SupW_Command_ConstructAmericaVehicleBattleDrone 2 = SupW_Command_ConstructAmericaVehicleScoutDrone 3 = SupW_Command_ConstructAmericaVehicleHellfireDrone 11 = Command_AttackMove 13 = Command_Guard 14 = Command_Stop End CommandSet SupW_AmericaVehicleTomahawkCommandSet 1 = SupW_Command_ConstructAmericaVehicleBattleDrone 2 = SupW_Command_ConstructAmericaVehicleScoutDrone 3 = SupW_Command_ConstructAmericaVehicleHellfireDrone 11 = Command_AttackMove 13 = Command_Guard 14 = Command_Stop End CommandSet SupW_AmericaVehicleHumveeCommandSet 1 = SupW_Command_ConstructAmericaVehicleBattleDrone 2 = SupW_Command_ConstructAmericaVehicleScoutDrone 3 = SupW_Command_ConstructAmericaVehicleHellfireDrone 4 = Command_TransportExit 5 = Command_TransportExit 6 = Command_TransportExit 7 = Command_TransportExit 8 = Command_TransportExit 9 = Command_Evacuate 11 = Command_AttackMove 13 = Command_Guard 14 = Command_Stop End CommandSet SupW_AmericaTankMicrowaveCommandSet 1 = SupW_Command_ConstructAmericaVehicleBattleDrone 2 = SupW_Command_ConstructAmericaVehicleScoutDrone 3 = SupW_Command_ConstructAmericaVehicleHellfireDrone 11 = Command_AttackMove 13 = Command_Guard 14 = Command_Stop End CommandSet SupW_AmericaVehicleAmbulanceCommandSet 1 = SupW_Command_ConstructAmericaVehicleBattleDrone 2 = SupW_Command_ConstructAmericaVehicleScoutDrone 3 = SupW_Command_ConstructAmericaVehicleHellfireDrone 4 = Command_TransportExit 5 = Command_TransportExit 6 = Command_TransportExit 7 = Command_TransportExit 8 = Command_Evacuate 10 = Command_AmbulanceCleanupArea 11 = Command_AttackMove 13 = Command_Guard 14 = Command_Stop End CommandSet SupW_AmericaTankAvengerCommandSet 1 = SupW_Command_ConstructAmericaVehicleBattleDrone 2 = SupW_Command_ConstructAmericaVehicleScoutDrone 3 = SupW_Command_ConstructAmericaVehicleHellfireDrone 11 = Command_AttackMove 13 = Command_Guard 14 = Command_Stop End CommandSet SupW_AmericaFireBaseCommandSet 1 = Command_FireBaseExit 2 = Command_FireBaseExit 3 = Command_FireBaseExit 4 = Command_FireBaseExit 6 = Command_Evacuate 12 = Command_Sell 14 = Command_Stop End CommandSet SupW_AmericaVehicleChinookCommandSet 1 = Command_TransportExit 2 = Command_TransportExit 3 = Command_TransportExit 4 = Command_TransportExit 5 = Command_TransportExit 6 = Command_TransportExit 7 = Command_TransportExit 8 = Command_TransportExit 9 = Command_ChinookUnload 10 = Command_CombatDrop ; 13 = Command_Guard 14 = Command_Stop End CommandSet SupW_AmericaJetAuroraCommandSet 11 = Command_AttackMove 13 = Command_Guard 14 = Command_Stop End CommandSet SupW_AmericaTankPaladinCommandSet 1 = SupW_Command_ConstructAmericaVehicleBattleDrone 2 = SupW_Command_ConstructAmericaVehicleScoutDrone 3 = SupW_Command_ConstructAmericaVehicleHellfireDrone 11 = Command_AttackMove 13 = Command_Guard 14 = Command_Stop End ;-------------------------------------------------------------------------------- ; NEW Infantry General ;-------------------------------------------------------------------------------- CommandSet Infa_SCIENCE_CHINA_CommandSetRank1 1 = Infa_Command_PurchaseScienceRedGuardTraining 2 = Command_PurchaseScienceArtilleryTraining 3 = Command_PurchaseScienceNukeLauncher 4 = Early_Command_PurchaseScienceFrenzy1 END CommandSet Infa_SCIENCE_CHINA_CommandSetRank3 1 = Command_PurchaseScienceClusterMines 3 = Early_Command_PurchaseScienceCarpetBomb 4 = Command_PurchaseScienceArtilleryBarrage1 5 = Command_PurchaseScienceArtilleryBarrage2 6 = Command_PurchaseScienceArtilleryBarrage3 7 = Command_PurchaseScienceEmergencyRepair1 8 = Command_PurchaseScienceEmergencyRepair2 9 = Command_PurchaseScienceEmergencyRepair3 10 = Early_Command_PurchaseScienceFrenzy2 11 = Early_Command_PurchaseScienceFrenzy3 13 = Infa_Command_PurchaseScienceInfantryParadrop1 14 = Infa_Command_PurchaseScienceInfantryParadrop2 15 = Infa_Command_PurchaseScienceInfantryParadrop3 END CommandSet Infa_SCIENCE_CHINA_CommandSetRank8 1 = Command_PurchaseScienceEMPPulse END CommandSet Infa_SpecialPowerShortcutChina 1 = Command_ClusterMinesFromShortcut 2 = Command_ArtilleryBarrageFromShortcut 3 = Infa_Command_ParadropFromShortcut 4 = Command_EmergencyRepairFromShortcut 5 = Command_EMPPulseFromShortcut 6 = Command_NeutronMissileFromShortcut 7 = Early_Command_ChinaCarpetBombFromShortcut 8 = Early_Command_FrenzyFromShortcut END CommandSet Infa_ChinaDozerCommandSet 1 = Infa_Command_ConstructChinaPowerPlant 2 = Infa_Command_ConstructChinaInternetCenter 3 = Infa_Command_ConstructChinaBarracks 4 = Infa_Command_ConstructChinaAirfield 5 = Infa_Command_ConstructChinaSupplyCenter 6 = Infa_Command_ConstructChinaPropagandaCenter 7 = Infa_Command_ConstructChinaBunker 8 = Infa_Command_ConstructChinaSpeakerTower 9 = Infa_Command_ConstructChinaGattlingCannon 10 = Infa_Command_ConstructChinaNuclearMissileLauncher 11 = Infa_Command_ConstructChinaWarFactory 12 = Infa_Command_ConstructChinaCommandCenter 14 = Command_DisarmMinesAtPosition End CommandSet Infa_ChinaPowerPlantCommandSet 1 = Command_Overcharge 12 = Command_UpgradeChinaMines 14 = Command_Sell End CommandSet Infa_ChinaCommandCenterCommandSet 1 = Infa_Command_ConstructChinaDozer 2 = Early_Command_ChinaCarpetBomb 3 = Infa_Command_Paradrop 4 = Command_ClusterMines 6 = Command_ArtilleryBarrage 7 = Command_EmergencyRepair 8 = Command_EMPPulse 9 = Command_UpgradeChinaRadar 10 = Early_Command_Frenzy 12 = Command_UpgradeChinaMines 13 = Command_SetRallyPoint 14 = Command_Sell End CommandSet Infa_ChinaSupplyCenterCommandSet 1 = Infa_Command_ConstructChinaVehicleSupplyTruck 12 = Command_UpgradeChinaMines 13 = Command_SetRallyPoint 14 = Command_Sell End CommandSet Infa_ChinaSupplyCenterCommandSetUpgrade 1 = Infa_Command_ConstructChinaVehicleSupplyTruck 12 = Command_UpgradeEMPMines 13 = Command_SetRallyPoint 14 = Command_Sell End CommandSet Infa_ChinaCommandCenterCommandSetUpgrade 1 = Infa_Command_ConstructChinaDozer 2 = Command_ChinaCarpetBomb 3 = Command_NapalmStrike 4 = Command_ClusterMines 5 = Infa_Command_Paradrop 6 = Command_ArtilleryBarrage 7 = Command_EmergencyRepair 8 = Command_EMPPulse 9 = Command_UpgradeChinaRadar 12 = Command_UpgradeEMPMines 13 = Command_SetRallyPoint 14 = Command_Sell End CommandSet Infa_ChinaBarracksCommandSet 1 = Infa_Command_ConstructChinaInfantryMiniGunner 2 = Infa_Command_ConstructChinaInfantryTankHunter 3 = Infa_Command_ConstructChinaInfantryHacker 4 = Infa_Command_ConstructChinaInfantryBlackLotus 7 = Infa_Command_UpgradeChinaRedguardCaptureBuilding 12 = Command_UpgradeChinaMines 13 = Command_SetRallyPoint 14 = Command_Sell End CommandSet Infa_ChinaBarracksCommandSetUpgrade 1 = Infa_Command_ConstructChinaInfantryMiniGunner 2 = Infa_Command_ConstructChinaInfantryTankHunter 3 = Infa_Command_ConstructChinaInfantryHacker 4 = Infa_Command_ConstructChinaInfantryBlackLotus 7 = Command_UpgradeChinaRedguardCaptureBuilding 12 = Command_UpgradeEMPMines 13 = Command_SetRallyPoint 14 = Command_Sell End CommandSet Infa_ChinaInfantryPropagandaTrooperCommandSet 14 = Command_Stop End CommandSet Infa_ChinaInfantryMiniGunnerCommandSet 1 = Command_ChinaInfantryRedGuardCaptureBuilding 11 = Command_AttackMove 13 = Command_Guard 14 = Command_Stop End CommandSet Infa_ChinaWarFactoryCommandSet 3 = Infa_Command_ConstructChinaVehicleTroopCrawler 4 = Infa_Command_ConstructChinaVehicleListeningOutpost ;5 = Infa_Command_ConstructChinaTankGattling 6 = Command_UpgradeChinaChainGuns 7 = Infa_Command_ConstructChinaTankDragon 8 = Command_UpgradeChinaBlackNapalm 9 = Infa_Command_ConstructChinaVehicleInfernoCannon 10 = Infa_Command_ConstructChinaVehicleNukeLauncher 11 = Infa_Command_ConstructChinaTankECM 12 = Command_UpgradeChinaMines 13 = Command_SetRallyPoint 14 = Command_Sell End CommandSet Infa_ChinaWarFactoryCommandSetUpgrade 3 = Infa_Command_ConstructChinaVehicleTroopCrawler 4 = Infa_Command_ConstructChinaVehicleListeningOutpost ;5 = Infa_Command_ConstructChinaTankGattling 6 = Command_UpgradeChinaChainGuns 7 = Infa_Command_ConstructChinaTankDragon 8 = Command_UpgradeChinaBlackNapalm 9 = Infa_Command_ConstructChinaVehicleInfernoCannon 10 = Infa_Command_ConstructChinaVehicleNukeLauncher 11 = Infa_Command_ConstructChinaTankECM 12 = Command_UpgradeEMPMines 13 = Command_SetRallyPoint 14 = Command_Sell End CommandSet Infa_ChinaPropagandaCenterCommandSet 1 = Command_UpgradeChinaFanaticism ;2 = Command_UpgradeAmericaChemicalSuits 3 = Command_UpgradeChinaSubliminalMessaging 12 = Command_UpgradeChinaMines 14 = Command_Sell End CommandSet Infa_ChinaPropagandaCenterCommandSetUpgrade 1 = Command_UpgradeChinaFanaticism ;2 = Command_UpgradeAmericaChemicalSuits 3 = Command_UpgradeChinaSubliminalMessaging 12 = Command_UpgradeEMPMines 14 = Command_Sell End CommandSet Infa_ChinaAirfieldCommandSet 1 = Infa_Command_ConstructChinaJetMig 2 = Infa_Command_UpgradeChinaAircraftArmor 3 = Infa_Command_ConstructChinaVehicleHelix 12 = Command_UpgradeChinaMines 13 = Command_SetRallyPoint 14 = Command_Sell End CommandSet Infa_ChinaAirfieldCommandSetUpgrade 1 = Infa_Command_ConstructChinaJetMig 2 = Infa_Command_UpgradeChinaAircraftArmor 3 = Infa_Command_ConstructChinaVehicleHelix 12 = Command_UpgradeEMPMines 13 = Command_SetRallyPoint 14 = Command_Sell End CommandSet Infa_ChinaNuclearMissileCommandSet 1 = Command_NeutronMissile 10 = Command_UpgradeChinaNeutronShells 12 = Command_UpgradeChinaMines 14 = Command_Sell End CommandSet Infa_ChinaNuclearMissileCommandSetUpgrade 1 = Command_NeutronMissile 10 = Command_UpgradeChinaNeutronShells 12 = Command_UpgradeEMPMines 14 = Command_Sell End CommandSet Infa_ChinaInternetCenterCommandSetOne 1 = Command_StructureExit 2 = Command_StructureExit 3 = Command_StructureExit 4 = Command_StructureExit 5 = Command_StructureExit 6 = Command_StructureExit 7 = Command_StructureExit 8 = Command_StructureExit 9 = Command_Evacuate 10 = Command_UpgradeChinaSatelliteHackOne 12 = Command_UpgradeChinaMines 14 = Command_Sell End CommandSet Infa_ChinaInternetCenterCommandSetOneUpgrade 1 = Command_StructureExit 2 = Command_StructureExit 3 = Command_StructureExit 4 = Command_StructureExit 5 = Command_StructureExit 6 = Command_StructureExit 7 = Command_StructureExit 8 = Command_StructureExit 9 = Command_Evacuate 10 = Command_UpgradeChinaSatelliteHackOne 12 = Command_UpgradeEMPMines 14 = Command_Sell End CommandSet Infa_ChinaInternetCenterCommandSetTwo 1 = Command_StructureExit 2 = Command_StructureExit 3 = Command_StructureExit 4 = Command_StructureExit 5 = Command_StructureExit 6 = Command_StructureExit 7 = Command_StructureExit 8 = Command_StructureExit 9 = Command_Evacuate 10 = Command_UpgradeChinaSatelliteHackTwo 12 = Command_UpgradeChinaMines 14 = Command_Sell End CommandSet Infa_ChinaInternetCenterCommandSetTwoUpgrade 1 = Command_StructureExit 2 = Command_StructureExit 3 = Command_StructureExit 4 = Command_StructureExit 5 = Command_StructureExit 6 = Command_StructureExit 7 = Command_StructureExit 8 = Command_StructureExit 9 = Command_Evacuate 10 = Command_UpgradeChinaSatelliteHackTwo 12 = Command_UpgradeEMPMines 14 = Command_Sell End CommandSet Infa_ChinaBunkerCommandSet 1 = Command_BunkerExit 2 = Command_BunkerExit 3 = Command_BunkerExit 4 = Command_BunkerExit 5 = Command_BunkerExit 6 = Command_BunkerExit 7 = Command_BunkerExit 8 = Command_BunkerExit 9 = Command_BunkerExit 10 = Command_BunkerExit 11 = Command_Evacuate 12 = Command_UpgradeChinaMines 13 = Command_Stop 14 = Command_Sell End CommandSet Infa_ChinaBunkerCommandSetUpgrade 1 = Command_BunkerExit 2 = Command_BunkerExit 3 = Command_BunkerExit 4 = Command_BunkerExit 5 = Command_BunkerExit 6 = Command_BunkerExit 7 = Command_BunkerExit 8 = Command_BunkerExit 9 = Command_BunkerExit 10 = Command_BunkerExit 11 = Command_Evacuate 12 = Command_UpgradeEMPMines 13 = Command_Stop 14 = Command_Sell End CommandSet Infa_ChinaTroopCrawlerCommandSet 1 = Command_TransportExit 2 = Command_TransportExit 3 = Command_TransportExit 4 = Command_TransportExit 5 = Command_TransportExit 6 = Command_TransportExit 7 = Command_TransportExit 8 = Command_TransportExit 9 = Command_EmptyCrawler 11 = Command_AttackMove 14 = Command_Stop End CommandSet Infa_ChinaListeningOutpostCommandSet 1 = Command_TransportExit 2 = Command_TransportExit 3 = Command_TransportExit 4 = Command_TransportExit 5 = Command_TransportExit 6 = Command_TransportExit 7 = Command_TransportExit 8 = Command_TransportExit ; 9 = Command_TransportExit ;10 = Command_TransportExit 11 = Command_AttackMove 12 = Command_EmptyCrawler 13 = Command_Guard 14 = Command_Stop End CommandSet Infa_ChinaVehicleHelixCommandSet 1 = Command_TransportExit 2 = Command_TransportExit 3 = Command_TransportExit 4 = Command_TransportExit 5 = Command_TransportExit 6 = Command_TransportExit 7 = Command_TransportExit 8 = Command_TransportExit ;--------- 9 = Command_UpgradeChinaHelixNapalmBomb ; 10 = Command_ChinaHelixDropNapalmBomb 10 = Infa_Command_UpgradeChinaHelixBattleBunker ;--------- 11 = Command_AttackMove 12 = Command_Evacuate 13 = Command_Guard 14 = Command_Stop End CommandSet Infa_ChinaHelixBombCommandSet 1 = Command_TransportExit 2 = Command_TransportExit 3 = Command_TransportExit 4 = Command_TransportExit 5 = Command_TransportExit 6 = Command_TransportExit 7 = Command_TransportExit 8 = Command_TransportExit ;--------- 9 = Command_ChinaHelixDropNapalmBomb 10 = Infa_Command_UpgradeChinaHelixBattleBunker 11 = Command_AttackMove 12 = Command_Evacuate 13 = Command_Guard 14 = Command_Stop End CommandSet Infa_ChinaInfantryBlackLotusCommandSet 1 = Command_ChinaInfantryBlackLotusCaptureHack 3 = Command_ChinaInfantryBlackLotusVehicleHack 5 = Command_ChinaInfantryBlackLotusCashHack 14 = Command_Stop End CommandSet Infa_ChinaInfantryHackerCommandSet 1 = Command_ChinaInfantryHackerDisableBuilding 3 = Command_ChinaInfantryHackerInternetHack 5 = Infa_Command_ChinaInfantryHackerVehicleHack ;13 = Command_Guard 14 = Command_Stop End ;-------------------------------------------------------------------------------- ; NEW Laser General ;-------------------------------------------------------------------------------- CommandSet Lazr_SCIENCE_AMERICA_CommandSetRank1 1 = Command_PurchaseScienceSpyDrone 2 = Command_PurchaseScienceStealthFighter END CommandSet Lazr_SCIENCE_AMERICA_CommandSetRank3 1 = Command_PurchaseSciencePathfinder 4 = Command_PurchaseScienceParadrop1 5 = Command_PurchaseScienceParadrop2 6 = Command_PurchaseScienceParadrop3 7 = Command_PurchaseScienceA10ThunderboltMissileStrike1 8 = Command_PurchaseScienceA10ThunderboltMissileStrike2 9 = Command_PurchaseScienceA10ThunderboltMissileStrike3 10 = Command_PurchaseScienceEmergencyRepair1 11 = Command_PurchaseScienceEmergencyRepair2 12 = Command_PurchaseScienceEmergencyRepair3 END CommandSet Lazr_SCIENCE_AMERICA_CommandSetRank8 1 = Command_PurchaseScienceDaisyCutter 2 = Command_PurchaseScienceLeafletDrop 3 = Command_PurchaseScienceSpectreGunship 4 = Command_FAKECOMMAND_PurchaseScienceMOAB ;Need the slot (it's SCRIPT_ONLY) and hidden. END CommandSet Lazr_SpecialPowerShortcutUSA 1 = Command_SpyDroneFromShortcut 2 = Command_ParadropFromShortcut 3 = Command_A10ThunderboltMissileStrikeFromShortcut 4 = Command_EmergencyRepairFromShortcut 5 = Command_DaisyCutterFromShortcut 6 = Command_FireParticleUplinkCannonFromShortcut 7 = Command_SpySatelliteScanFromShortcut 8 = Command_CIAIntelligenceFromShortcut 9 = Command_SpectreGunshipFromShortcut 10 = Command_LeafletDropFromShortcut 11 = Lazr_Command_FireLaserCannonFromShortcut END CommandSet Lazr_AmericaDozerCommandSet 1 = Lazr_Command_ConstructAmericaPowerPlant 2 = Lazr_Command_ConstructAmericaStrategyCenter 3 = Lazr_Command_ConstructAmericaBarracks 4 = Lazr_Command_ConstructAmericaSupplyDropZone 5 = Lazr_Command_ConstructAmericaSupplyCenter ; 6 = Lazr_Command_ConstructLaserCannon 6 = Lazr_Command_ConstructAmericaParticleCannonUplink 7 = Lazr_Command_ConstructAmericaPatriotBattery 8 = Lazr_Command_ConstructAmericaCommandCenter 9 = Lazr_Command_ConstructAmericaFireBase 11 = Lazr_Command_ConstructAmericaWarFactory 13 = Lazr_Command_ConstructAmericaAirfield 14 = Command_DisarmMinesAtPosition End CommandSet Lazr_AmericaSupplyCenterCommandSet 1 = Lazr_Command_ConstructAmericaVehicleChinook 13 = Command_SetRallyPoint 14 = Command_Sell End CommandSet Lazr_AmericaCommandCenterCommandSet 1 = Lazr_Command_ConstructAmericaDozer 2 = Command_SpectreGunship 4 = Command_LeafletDrop 5 = Command_A10ThunderboltMissileStrike 6 = Command_Paradrop 7 = Command_SpyDrone 8 = Command_EmergencyRepair 9 = Command_DaisyCutter 10 = Command_SpySatelliteScan 13 = Command_SetRallyPoint 14 = Command_Sell End ;Kris: Not anymore. The commandbutton will automatically upgrade from Command_DaisyCutter to Command_MOAB. ;CommandSet Lazr_AmericaCommandCenterCommandSetToMOAB ; 1 = Lazr_Command_ConstructAmericaDozer ; 2 = Command_SpectreGunship ; 4 = Command_LeafletDrop ; 5 = Command_A10ThunderboltMissileStrike ; 6 = Command_Paradrop ; 7 = Command_SpyDrone ; 8 = Command_EmergencyRepair ; 9 = Command_MOAB ; 10 = Command_SpySatelliteScan ; 13 = Command_SetRallyPoint ; 14 = Command_Sell ;End CommandSet Lazr_AmericaStrategyCenterCommandSet 1 = Command_InitiateBattlePlanBombardment 2 = Command_CIAIntelligence 3 = Command_InitiateBattlePlanHoldTheLine ; 4 = Command_UpgradeAmericaSentryDroneGun 5 = Command_InitiateBattlePlanSearchAndDestroy 6 = Command_UpgradeAmericaChemicalSuits 7 = Command_UpgradeAmericaMOAB 8 = Command_UpgradeAmericaCompositeArmor 9 = Command_UpgradeAmericaAdvancedTraining 10 = Command_UpgradeAmericaDroneArmor 11 = Command_StrategyCenter_Stop 13 = Command_UpgradeAmericaSupplyLines 14 = Command_Sell End CommandSet Lazr_AmericaWarFactoryCommandSet 1 = Lazr_Command_ConstructAmericaTankCrusader 3 = Lazr_Command_ConstructAmericaVehicleHumvee 4 = Lazr_Command_ConstructAmericaVehicleMedic 6 = Lazr_Command_ConstructAmericaVehicleSentryDrone 7 = Lazr_Command_ConstructAmericaVehicleAvenger 8 = Lazr_Command_ConstructAmericaVehicleMicrowave 9 = Command_UpgradeAmericaSentryDroneGun 11 = Command_UpgradeAmericaTOWMissile 13 = Command_SetRallyPoint 14 = Command_Sell End CommandSet Lazr_AmericaBarracksCommandSet 1 = Lazr_Command_ConstructAmericaInfantryRanger 2 = Lazr_Command_ConstructAmericaInfantryMissileDefender 3 = Lazr_Command_ConstructAmericaInfantryColonelBurton 4 = Lazr_Command_ConstructAmericaInfantryPathfinder 7 = Command_UpgradeAmericaRangerFlashBangGrenade 8 = Command_UpgradeAmericaRangerCaptureBuilding 13 = Command_SetRallyPoint 14 = Command_Sell End CommandSet Lazr_AmericaFireBaseCommandSet 1 = Command_FireBaseExit 2 = Command_FireBaseExit 3 = Command_FireBaseExit 4 = Command_FireBaseExit 6 = Command_Evacuate ; 7 = Lazr_Command_AmericaLaserGuidedHowitzer 12 = Command_Sell 14 = Command_Stop End CommandSet Lazr_AmericaPowerPlantCommandSet 1 = Command_UpgradeAmericaAdvancedControlRods 14 = Command_Sell End CommandSet Lazr_AmericaAirfieldCommandSet 1 = Lazr_Command_ConstructAmericaJetRaptor 2 = Lazr_Command_ConstructAmericaVehicleComanche 3 = Lazr_Command_ConstructAmericaJetAurora 4 = Lazr_Command_ConstructAmericaJetStealthFighter 7 = Command_UpgradeComancheRocketPods 8 = Command_UpgradeAmericaLaserMissiles 9 = Command_UpgradeAmericaCountermeasures 10 = Command_UpgradeAmericaBunkerBusters 13 = Command_SetRallyPoint 14 = Command_Sell End CommandSet Lazr_AmericaParticleUplinkCannonCommandSet 1 = Command_FireParticleUplinkCannon 14 = Command_Sell End CommandSet Lazr_AmericaVehicleComancheCommandSet 1 = Command_AmericaVehicleComancheFireRocketPods 11 = Command_AttackMove 13 = Command_Guard 14 = Command_Stop End CommandSet Lazr_AmericaJetStealthFighterCommandSet 11 = Command_AttackMove 13 = Command_Guard 14 = Command_Stop End CommandSet Lazr_AmericaInfantryRangerCommandSet 1 = Command_AmericaRangerCaptureBuilding 2 = Command_AmericaRangerSwitchToMachineGun 4 = Command_AmericaRangerSwitchToFlagBangGrenades 11 = Command_AttackMove 13 = Command_Guard 14 = Command_Stop End CommandSet Lazr_AmericaInfantryColonelBurtonCommandSet 1 = Command_ColonelBurtonKnifeAttack 2 = Command_ColonelBurtonTimedDemoCharge 4 = Command_ColonelBurtonRemoteDemoCharge 6 = Command_ColonelBurtonDetonateCharges 11 = Command_AttackMove 13 = Command_Guard 14 = Command_Stop End CommandSet Lazr_AmericaVehicleChinookCommandSet 1 = Command_TransportExit 2 = Command_TransportExit 3 = Command_TransportExit 4 = Command_TransportExit 5 = Command_TransportExit 6 = Command_TransportExit 7 = Command_TransportExit 8 = Command_TransportExit 9 = Command_ChinookUnload 10 = Command_CombatDrop ; 13 = Command_Guard 14 = Command_Stop End CommandSet Lazr_AmericaTankAvengerCommandSet 1 = Lazr_Command_ConstructAmericaVehicleBattleDrone 2 = Lazr_Command_ConstructAmericaVehicleScoutDrone 3 = Lazr_Command_ConstructAmericaVehicleHellfireDrone 11 = Command_AttackMove 13 = Command_Guard 14 = Command_Stop End CommandSet Lazr_AmericaTankCrusaderCommandSet 1 = Lazr_Command_ConstructAmericaVehicleBattleDrone 2 = Lazr_Command_ConstructAmericaVehicleScoutDrone 3 = Lazr_Command_ConstructAmericaVehicleHellfireDrone 11 = Command_AttackMove 13 = Command_Guard 14 = Command_Stop End CommandSet Lazr_AmericaVehicleHumveeCommandSet 1 = Lazr_Command_ConstructAmericaVehicleBattleDrone 2 = Lazr_Command_ConstructAmericaVehicleScoutDrone 3 = Lazr_Command_ConstructAmericaVehicleHellfireDrone 4 = Command_TransportExit 5 = Command_TransportExit 6 = Command_TransportExit 7 = Command_TransportExit 8 = Command_TransportExit 9 = Command_Evacuate 11 = Command_AttackMove 13 = Command_Guard 14 = Command_Stop End CommandSet Lazr_AmericaTankMicrowaveCommandSet 1 = Lazr_Command_ConstructAmericaVehicleBattleDrone 2 = Lazr_Command_ConstructAmericaVehicleScoutDrone 3 = Lazr_Command_ConstructAmericaVehicleHellfireDrone 11 = Command_AttackMove 13 = Command_Guard 14 = Command_Stop End CommandSet Lazr_AmericaVehicleAmbulanceCommandSet 1 = Lazr_Command_ConstructAmericaVehicleBattleDrone 2 = Lazr_Command_ConstructAmericaVehicleScoutDrone 3 = Lazr_Command_ConstructAmericaVehicleHellfireDrone 4 = Command_TransportExit 5 = Command_TransportExit 6 = Command_TransportExit 7 = Command_TransportExit 8 = Command_Evacuate 10 = Command_AmbulanceCleanupArea 11 = Command_AttackMove 13 = Command_Guard 14 = Command_Stop End CommandSet Lazr_AmericaTankPaladinCommandSet 1 = Lazr_Command_ConstructAmericaVehicleBattleDrone 2 = Lazr_Command_ConstructAmericaVehicleScoutDrone 3 = Lazr_Command_ConstructAmericaVehicleHellfireDrone 11 = Command_AttackMove 13 = Command_Guard 14 = Command_Stop End CommandSet Lazr_AmericaVehicleSentryDroneCommandSet 11 = Command_AttackMove 13 = Command_Guard 14 = Command_Stop End CommandSet Lazr_AmericaLaserCannonCommandSet 1 = Lazr_Command_FireLaserCannon 14 = Command_Sell End ;-------------------------------------------------------------------------------- ;Tank General ;-------------------------------------------------------------------------------- CommandSet Tank_SCIENCE_CHINA_CommandSetRank1 1 = Command_PurchaseScienceRedGuardTraining 2 = Command_PurchaseScienceBattlemasterTraining 4 = Early_Command_PurchaseScienceEmergencyRepair1 END CommandSet Tank_SCIENCE_CHINA_CommandSetRank3 1 = Command_PurchaseScienceClusterMines 4 = Command_PurchaseScienceArtilleryBarrage1 5 = Command_PurchaseScienceArtilleryBarrage2 6 = Command_PurchaseScienceArtilleryBarrage3 7 = Tank_Command_PurchaseScienceTankParadrop1 8 = Tank_Command_PurchaseScienceTankParadrop2 9 = Tank_Command_PurchaseScienceTankParadrop3 10 = Early_Command_PurchaseScienceEmergencyRepair2 11 = Early_Command_PurchaseScienceEmergencyRepair3 13 = Command_PurchaseScienceFrenzy1 14 = Command_PurchaseScienceFrenzy2 15 = Command_PurchaseScienceFrenzy3 END CommandSet Tank_SCIENCE_CHINA_CommandSetRank8 1 = Command_PurchaseScienceEMPPulse 2 = Command_PurchaseScienceCarpetBomb END CommandSet Tank_SpecialPowerShortcutChina 1 = Command_ClusterMinesFromShortcut 2 = Command_ArtilleryBarrageFromShortcut 3 = Tank_Command_TankParadropFromShortcut 4 = Early_Command_EmergencyRepairFromShortcut 5 = Command_EMPPulseFromShortcut 6 = Command_NeutronMissileFromShortcut 7 = Command_ChinaCarpetBombFromShortcut 8 = Command_FrenzyFromShortcut End CommandSet Tank_ChinaDozerCommandSet 1 = Tank_Command_ConstructChinaPowerPlant 2 = Tank_Command_ConstructChinaInternetCenter 3 = Tank_Command_ConstructChinaBarracks 4 = Tank_Command_ConstructChinaAirfield 5 = Tank_Command_ConstructChinaSupplyCenter 6 = Tank_Command_ConstructChinaPropagandaCenter 7 = Tank_Command_ConstructChinaBunker 8 = Tank_Command_ConstructChinaSpeakerTower 9 = Tank_Command_ConstructChinaGattlingCannon 10 = Tank_Command_ConstructChinaNuclearMissileLauncher 11 = Tank_Command_ConstructChinaWarFactory 12 = Tank_Command_ConstructChinaCommandCenter 14 = Command_DisarmMinesAtPosition End CommandSet Tank_ChinaSupplyCenterCommandSet 1 = Tank_Command_ConstructChinaVehicleSupplyTruck 12 = Command_UpgradeChinaMines 13 = Command_SetRallyPoint 14 = Command_Sell End CommandSet Tank_ChinaSupplyCenterCommandSetUpgrade 1 = Tank_Command_ConstructChinaVehicleSupplyTruck 12 = Command_UpgradeEMPMines 13 = Command_SetRallyPoint 14 = Command_Sell End CommandSet Tank_ChinaCommandCenterCommandSet 1 = Tank_Command_ConstructChinaDozer 2 = Command_ChinaCarpetBomb 3 = Tank_Command_TankParadrop 4 = Command_ClusterMines 5 = Command_CashHack 6 = Command_ArtilleryBarrage 7 = Early_Command_EmergencyRepair 8 = Command_EMPPulse 9 = Command_UpgradeChinaRadar 10 = Command_Frenzy 12 = Command_UpgradeChinaMines 13 = Command_SetRallyPoint 14 = Command_Sell End CommandSet Tank_ChinaCommandCenterCommandSetUpgrade 1 = Tank_Command_ConstructChinaDozer 2 = Command_ChinaCarpetBomb 3 = Tank_Command_TankParadrop 4 = Command_ClusterMines 5 = Command_CashHack 6 = Command_ArtilleryBarrage 7 = Early_Command_EmergencyRepair 8 = Command_EMPPulse 9 = Command_UpgradeChinaRadar 10 = Command_Frenzy 12 = Command_UpgradeEMPMines 13 = Command_SetRallyPoint 14 = Command_Sell End CommandSet Tank_ChinaWarFactoryCommandSet 1 = Tank_Command_ConstructChinaTankBattleMaster 2 = Tank_Command_ConstructChinaTankEmperor 3 = Tank_Command_ConstructChinaVehicleTroopCrawler 4 = Tank_Command_ConstructChinaVehicleListeningOutpost 5 = Tank_Command_ConstructChinaTankGattling 6 = Command_UpgradeChinaChainGuns 7 = Tank_Command_ConstructChinaTankDragon 8 = Command_UpgradeChinaBlackNapalm 11 = Tank_Command_ConstructChinaTankECM 12 = Command_UpgradeChinaMines 13 = Command_SetRallyPoint 14 = Command_Sell End CommandSet Tank_ChinaWarFactoryCommandSetUpgrade 1 = Tank_Command_ConstructChinaTankBattleMaster 2 = Tank_Command_ConstructChinaTankEmperor 3 = Tank_Command_ConstructChinaVehicleTroopCrawler 4 = Tank_Command_ConstructChinaVehicleListeningOutpost 5 = Tank_Command_ConstructChinaTankGattling 6 = Command_UpgradeChinaChainGuns 7 = Tank_Command_ConstructChinaTankDragon 8 = Command_UpgradeChinaBlackNapalm 11 = Tank_Command_ConstructChinaTankECM 12 = Command_UpgradeEMPMines 13 = Command_SetRallyPoint 14 = Command_Sell End CommandSet Tank_ChinaPropagandaCenterCommandSet ;DO NOT CHANGE THIS COMMAND SET AGAIN 1 = Command_UpgradeChinaNationalism 2 = Tank_Command_UpgradeChinaAutoLoader 3 = Command_UpgradeChinaSubliminalMessaging 12 = Command_UpgradeChinaMines 14 = Command_Sell End CommandSet Tank_ChinaPropagandaCenterCommandSetUpgrade ;DO NOT CHANGE THIS COMMAND SET AGAIN 1 = Command_UpgradeChinaNationalism 2 = Tank_Command_UpgradeChinaAutoLoader 3 = Command_UpgradeChinaSubliminalMessaging 12 = Command_UpgradeEMPMines 14 = Command_Sell End CommandSet Tank_ChinaVehicleBattleMasterCommandSet 11 = Command_AttackMove 13 = Command_Guard 14 = Command_Stop End CommandSet Tank_ChinaTankOverlordGattlingCannonCommandSet 11 = Command_AttackMove 13 = Command_Guard 14 = Command_Stop End CommandSet Tank_ChinaTankOverlordPropagandaTowerCommandSet 11 = Command_AttackMove 13 = Command_Guard 14 = Command_Stop End CommandSet Tank_ChinaInfantryBlackLotusCommandSet 1 = Command_ChinaInfantryBlackLotusCaptureHack 3 = Command_ChinaInfantryBlackLotusVehicleHack 5 = Command_ChinaInfantryBlackLotusCashHack 14 = Command_Stop End CommandSet Tank_ChinaTankEmperorDefaultCommandSet ;1 = Command_UpgradeChinaOverlordBattleBunker ;Does not get this upgrade. 3 = Tank_Command_UpgradeChinaOverlordGattlingCannon ;5 = Command_UpgradeChinaOverlordPropagandaTower ;Is granted this upgrade innately. 11 = Command_AttackMove 13 = Command_Guard 14 = Command_Stop End CommandSet Tank_ChinaVehicleGattlingTankCommandSet 11 = Command_AttackMove 13 = Command_Guard 14 = Command_Stop End CommandSet Tank_ChinaGattlingCannonCommandSet 12 = Command_UpgradeChinaMines 13 = Command_Stop 14 = Command_Sell End CommandSet Tank_ChinaGattlingCannonCommandSetUpgrade 12 = Command_UpgradeEMPMines 13 = Command_Stop 14 = Command_Sell End CommandSet Tank_ChinaVehicleECMTankCommandSet 1 = Command_ChinaTankECMDisableVehicle 13 = Command_Guard 14 = Command_Stop End CommandSet Tank_ChinaBarracksCommandSet 1 = Tank_Command_ConstructChinaInfantryRedguard 2 = Tank_Command_ConstructChinaInfantryTankHunter 3 = Tank_Command_ConstructChinaInfantryHacker 4 = Tank_Command_ConstructChinaInfantryBlackLotus 7 = Command_UpgradeChinaRedguardCaptureBuilding 12 = Command_UpgradeChinaMines 13 = Command_SetRallyPoint 14 = Command_Sell End CommandSet Tank_ChinaBarracksCommandSetUpgrade 1 = Tank_Command_ConstructChinaInfantryRedguard 2 = Tank_Command_ConstructChinaInfantryTankHunter 3 = Tank_Command_ConstructChinaInfantryHacker 4 = Tank_Command_ConstructChinaInfantryBlackLotus 7 = Command_UpgradeChinaRedguardCaptureBuilding 12 = Command_UpgradeEMPMines 13 = Command_SetRallyPoint 14 = Command_Sell End CommandSet Tank_ChinaInfantryHackerCommandSet 1 = Command_ChinaInfantryHackerDisableBuilding 3 = Command_ChinaInfantryHackerInternetHack ;13 = Command_Guard 14 = Command_Stop End CommandSet Tank_ChinaNuclearMissileCommandSet 1 = Command_NeutronMissile 7 = Tank_Command_UpgradeChinaUraniumShells 8 = Tank_Command_UpgradeChinaNuclearTanks 12 = Command_UpgradeChinaMines 14 = Command_Sell End CommandSet Tank_ChinaNuclearMissileCommandSetUpgrade 1 = Command_NeutronMissile 7 = Tank_Command_UpgradeChinaUraniumShells 8 = Tank_Command_UpgradeChinaNuclearTanks 12 = Command_UpgradeEMPMines 14 = Command_Sell End CommandSet Tank_ChinaAirfieldCommandSet 1 = Tank_Command_ConstructChinaJetMIG 2 = Command_UpgradeChinaAircraftArmor 3 = Tank_Command_ConstructChinaVehicleHelix 12 = Command_UpgradeChinaMines 13 = Command_SetRallyPoint 14 = Command_Sell End CommandSet Tank_ChinaAirfieldCommandSetUpgrade 1 = Tank_Command_ConstructChinaJetMIG 2 = Command_UpgradeChinaAircraftArmor 3 = Tank_Command_ConstructChinaVehicleHelix 12 = Command_UpgradeEMPMines 13 = Command_SetRallyPoint 14 = Command_Sell End ;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;; ; Who's the BOSS ? Ohhh yeah! ;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;; CommandSet Boss_SCIENCE_CHINA_CommandSetRank1 1 = Command_PurchaseSciencePaladinTank 2 = Command_PurchaseSciencePathfinder 3 = Command_PurchaseScienceClusterMines ; 4 = Command_PurchaseScienceEmergencyRepair1 END CommandSet Boss_SCIENCE_CHINA_CommandSetRank3 1 = Command_PurchaseScienceCarpetBomb ; 2 = Command_PurchaseScienceGPSScrambler 4 = Command_PurchaseScienceArtilleryBarrage1 5 = Command_PurchaseScienceArtilleryBarrage2 6 = Command_PurchaseScienceArtilleryBarrage3 7 = Command_PurchaseScienceCashBounty1 8 = Command_PurchaseScienceCashBounty2 9 = Command_PurchaseScienceCashBounty3 ; 10 = Command_PurchaseScienceParadrop1 ; 11 = Command_PurchaseScienceParadrop2 ; 12 = Command_PurchaseScienceParadrop3 END CommandSet Boss_SCIENCE_CHINA_CommandSetRank8 1 = Command_PurchaseScienceEMPPulse 2 = Command_PurchaseScienceSpectreGunship 3 = Command_PurchaseScienceSneakAttack END CommandSet Boss_GLATunnelNetworkCommandSet 1 = Command_StructureExit 2 = Command_StructureExit 3 = Command_StructureExit 4 = Command_StructureExit 5 = Command_StructureExit 6 = Command_StructureExit 7 = Command_StructureExit 8 = Command_StructureExit 9 = Command_StructureExit 10 = Command_StructureExit 11 = Command_TunnelEvacuate 12 = Command_UpgradeChinaMines 13 = Command_SetRallyPoint 14 = Command_Sell End CommandSet Boss_GLATunnelNetworkCommandSetUpgrade 1 = Command_StructureExit 2 = Command_StructureExit 3 = Command_StructureExit 4 = Command_StructureExit 5 = Command_StructureExit 6 = Command_StructureExit 7 = Command_StructureExit 8 = Command_StructureExit 9 = Command_StructureExit 10 = Command_StructureExit 11 = Command_TunnelEvacuate 12 = Command_UpgradeEMPMines 13 = Command_SetRallyPoint 14 = Command_Sell End CommandSet Boss_AmericaPowerPlantCommandSet 1 = Command_UpgradeAmericaAdvancedControlRods 12 = Command_UpgradeChinaMines 14 = Command_Sell End CommandSet Boss_AmericaPowerPlantCommandSetUpgrade 1 = Command_UpgradeAmericaAdvancedControlRods 12 = Command_UpgradeEMPMines 14 = Command_Sell End CommandSet Boss_AmericaPatriotBatteryCommandSet 11 = Command_Stop 12 = Command_UpgradeChinaMines 14 = Command_Sell End CommandSet Boss_AmericaPatriotBatteryCommandSetUpgrade 11 = Command_Stop 12 = Command_UpgradeEMPMines 14 = Command_Sell End CommandSet Boss_AmericaDozerCommandSet 1 = Boss_Command_ConstructAmericaPowerPlant 2 = Boss_Command_ConstructChinaBunker 3 = Boss_Command_ConstructChinaSupplyCenter 4 = Boss_Command_ConstructChinaGattlingCannon 5 = Boss_Command_ConstructChinaBarracks 6 = Boss_Command_ConstructAmericaPatriotBattery 7 = Boss_Command_ConstructChinaWarFactory 8 = Boss_Command_ConstructGLATunnelNetwork 9 = Boss_Command_ConstructChinaAirfield 10 = Boss_Command_ConstructChinaSpeakerTower 11 = Boss_Command_ConstructChinaNuclearMissileLauncher 12 = Boss_Command_ConstructChinaCommandCenter 13 = Boss_Command_ConstructGLAScudStorm 14 = Boss_Command_ConstructAmericaParticleCannonUplink End CommandSet Boss_ChinaCommandCenterCommandSet 1 = Boss_Command_ConstructChinaDozer 5 = Command_ArtilleryBarrage 6 = Command_EMPPulse 7 = Command_ClusterMines 8 = Command_SpectreGunship 9 = Command_SneakAttack 10 = Command_ChinaCarpetBomb 11 = Command_UpgradeChinaRadar 12 = Command_UpgradeChinaMines 13 = Command_SetRallyPoint 14 = Command_Sell End CommandSet Boss_ChinaCommandCenterCommandSetUpgrade 1 = Boss_Command_ConstructChinaDozer 5 = Command_ArtilleryBarrage 6 = Command_EMPPulse 7 = Command_ClusterMines 8 = Command_SpectreGunship 9 = Command_SneakAttack 10 = Command_ChinaCarpetBomb 11 = Command_UpgradeChinaRadar 12 = Command_UpgradeEMPMines 13 = Command_SetRallyPoint 14 = Command_Sell End CommandSet Boss_ChinaAirfieldCommandSet 1 = Boss_Command_ConstructChinaJetMIG 2 = Boss_Command_ConstructAmericaJetRaptor ; AirF version 3 = Boss_Command_ConstructChinaVehicleHelix 4 = Boss_Command_ConstructAmericaJetAurora 8 = Command_UpgradeChinaAircraftArmor ; 10 = Command_UpgradeAmericaBunkerBusters 12 = Command_UpgradeChinaMines 14 = Command_Sell End CommandSet Boss_ChinaAirfieldCommandSetUpgrade 1 = Boss_Command_ConstructChinaJetMIG 2 = Boss_Command_ConstructAmericaJetRaptor ; AirF version 3 = Boss_Command_ConstructChinaVehicleHelix 4 = Boss_Command_ConstructAmericaJetAurora 8 = Command_UpgradeChinaAircraftArmor ; 10 = Command_UpgradeAmericaBunkerBusters 12 = Command_UpgradeEMPMines 14 = Command_Sell End CommandSet Boss_ChinaSupplyCenterCommandSet 1 = Boss_Command_ConstructChinaVehicleSupplyTruck 12 = Command_UpgradeChinaMines 13 = Command_SetRallyPoint 14 = Command_Sell End CommandSet Boss_ChinaSupplyCenterCommandSetUpgrade 1 = Boss_Command_ConstructChinaVehicleSupplyTruck 12 = Command_UpgradeEMPMines 13 = Command_SetRallyPoint 14 = Command_Sell End CommandSet Boss_ChinaBarracksCommandSet 1 = Boss_Command_ConstructAmericaInfantryRanger 2 = Boss_Command_ConstructChinaInfantryBlackLotus 3 = Boss_Command_ConstructChinaInfantryTankHunter 4 = Boss_Command_ConstructGLAInfantryJarmenKell 5 = Boss_Command_ConstructChinaInfantryHacker 6 = Boss_Command_ConstructAmericaInfantryColonelBurton 7 = Boss_Command_ConstructAmericaInfantryPathfinder 8 = Boss_Command_ConstructGLAInfantryAngryMob 9 = Command_UpgradeAmericaRangerCaptureBuilding 10 = Command_UpgradeAmericaChemicalSuits 11 = Command_UpgradeAmericaRangerFlashBangGrenade 12 = Command_UpgradeChinaMines 13 = Command_SetRallyPoint 14 = Command_Sell End CommandSet Boss_ChinaBarracksCommandSetUpgrade 1 = Boss_Command_ConstructAmericaInfantryRanger 2 = Boss_Command_ConstructChinaInfantryBlackLotus 3 = Boss_Command_ConstructChinaInfantryTankHunter 4 = Boss_Command_ConstructGLAInfantryJarmenKell 5 = Boss_Command_ConstructChinaInfantryHacker 6 = Boss_Command_ConstructAmericaInfantryColonelBurton 7 = Boss_Command_ConstructAmericaInfantryPathfinder 8 = Boss_Command_ConstructGLAInfantryAngryMob 9 = Command_UpgradeChinaRedguardCaptureBuilding 10 = Command_UpgradeAmericaChemicalSuits 11 = Command_UpgradeAmericaRangerFlashBangGrenade 12 = Command_UpgradeEMPMines 13 = Command_SetRallyPoint 14 = Command_Sell End CommandSet Boss_ChinaWarFactoryCommandSet 1 = Boss_Command_ConstructAmericaVehiclePaladin 2 = Boss_Command_ConstructChinaTankGattling 3 = Boss_Command_ConstructChinaTankDragon 4 = Boss_Command_ConstructAmericaVehicleAvenger 5 = Boss_Command_ConstructChinaTankOverlord 6 = Boss_Command_ConstructAmericaVehicleTomahawk 7 = Boss_Command_ConstructGLAVehicleCombatBikeTerrorist 8 = Boss_Command_ConstructGLAVehicleRocketBuggy 9 = Boss_Command_ConstructAmericaVehicleSentryDrone 10 = Command_UpgradeChinaBlackNapalm 11 = Command_UpgradeChinaChainGuns 12 = Command_UpgradeChinaMines 13 = Command_SetRallyPoint 14 = Command_Sell End CommandSet Boss_ChinaWarFactoryCommandSetUpgrade 1 = Boss_Command_ConstructAmericaVehiclePaladin 2 = Boss_Command_ConstructChinaTankGattling 3 = Boss_Command_ConstructChinaTankDragon 4 = Boss_Command_ConstructAmericaVehicleAvenger 5 = Boss_Command_ConstructChinaTankOverlord 6 = Boss_Command_ConstructAmericaVehicleTomahawk 7 = Boss_Command_ConstructGLAVehicleCombatBikeTerrorist 8 = Boss_Command_ConstructGLAVehicleRocketBuggy 9 = Boss_Command_ConstructAmericaVehicleSentryDrone 10 = Command_UpgradeChinaBlackNapalm 11 = Command_UpgradeChinaChainGuns 12 = Command_UpgradeEMPMines 13 = Command_SetRallyPoint 14 = Command_Sell End CommandSet Boss_AmericaParticleUplinkCannonCommandSet 1 = Command_FireParticleUplinkCannon 4 = Command_UpgradeAmericaSentryDroneGun 6 = Command_UpgradeAmericaCompositeArmor 8 = Command_UpgradeAmericaAdvancedTraining 12 = Command_UpgradeChinaMines 14 = Command_Sell End CommandSet Boss_AmericaParticleUplinkCannonCommandSetUpgrade 1 = Command_FireParticleUplinkCannon 4 = Command_UpgradeAmericaSentryDroneGun 6 = Command_UpgradeAmericaCompositeArmor 8 = Command_UpgradeAmericaAdvancedTraining 12 = Command_UpgradeEMPMines 14 = Command_Sell End CommandSet Boss_GLAScudStormCommandSet 1 = Command_ScudStorm 4 = Command_UpgradeGLABuggyAmmo 6 = Command_UpgradeGLAAPRockets 8 = Command_UpgradeGLAArmTheMob 12 = Command_UpgradeChinaMines 14 = Command_Sell End CommandSet Boss_GLAScudStormCommandSetUpgrade 1 = Command_ScudStorm 4 = Command_UpgradeGLABuggyAmmo 6 = Command_UpgradeGLAAPRockets 8 = Command_UpgradeGLAArmTheMob 12 = Command_UpgradeEMPMines 14 = Command_Sell End CommandSet Boss_ChinaNuclearMissileCommandSet 1 = Command_NeutronMissile 4 = Command_UpgradeChinaSubliminalMessaging 6 = Boss_Command_UpgradeChinaNationalism 7 = Command_UpgradeChinaNuclearTanks 9 = Command_UpgradeChinaUraniumShells 10 = Command_UpgradeChinaNeutronShells 12 = Command_UpgradeChinaMines 14 = Command_Sell End CommandSet Boss_ChinaNuclearMissileCommandSetUpgrade 1 = Command_NeutronMissile 4 = Command_UpgradeChinaSubliminalMessaging 6 = Command_UpgradeChinaNationalism 7 = Command_UpgradeChinaNuclearTanks 9 = Command_UpgradeChinaUraniumShells 10 = Command_UpgradeChinaNeutronShells 12 = Command_UpgradeEMPMines 14 = Command_Sell End ; FILE: FactionBuilding.ini /////////////////////////////////////////////////// ; This file contains only buildings that are part of a player or faction. ; Typically these are the buildings that can be build by the player or ; are part of a base. Objects related to these buildings also appear ; in this file such as debris. ;////////////////////////////////////////////////////////////////////////////// ;------------------------------------------------------------------------------ ;Note that we must have this GLA Hole defined before we do any of the ;object reskins with it later in this file ;------------------------------------------------------------------------------ Object GLAHole ; *** ART Parameters *** SelectPortrait = SUHole_L ButtonImage = SUHole_L Draw = W3DModelDraw ModuleTag_01 OkToChangeModelColor = Yes ConditionState = NONE Model = UBHole End ConditionState = DAMAGED Model = UBHole_D ParticleSysBone = Smoke01 SteamVent End ConditionState = REALLYDAMAGED Model = UBHole_E ParticleSysBone = Smoke01 SteamVent ParticleSysBone = Smoke02 SteamVent ParticleSysBone = Fire01 GLAPowerPlantFlame ParticleSysBone = Fire02 GLAPowerPlantFlame ParticleSysBone = Fire03 GLAPowerPlantFlame End End ; ----------------- the door ------------------- Draw = W3DModelDraw ModuleTag_02 OkToChangeModelColor = Yes DefaultConditionState Model = UBHole_A1 Animation = UBHole_A1.UBHole_A1 AnimationMode = MANUAL Flags = START_FRAME_FIRST 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 = UBHole_A1D Animation = UBHole_A1D.UBHole_A1D AnimationMode = MANUAL Flags = START_FRAME_FIRST End ConditionState = DOOR_1_OPENING Model = UBHole_A1 Animation = UBHole_A1.UBHole_A1 AnimationMode = ONCE Flags = START_FRAME_FIRST End ConditionState = DOOR_1_OPENING DAMAGED Model = UBHole_A1D Animation = UBHole_A1D.UBHole_A1D AnimationMode = ONCE Flags = START_FRAME_FIRST End ConditionState = DOOR_1_CLOSING Model = UBHole_A1 Animation = UBHole_A1.UBHole_A1 AnimationMode = ONCE_BACKWARDS Flags = START_FRAME_LAST End ConditionState = DOOR_1_CLOSING DAMAGED Model = UBHole_A1D Animation = UBHole_A1D.UBHole_A1D AnimationMode = ONCE_BACKWARDS Flags = START_FRAME_LAST End ConditionState = DOOR_1_WAITING_OPEN Model = UBHole_A1 Animation = UBHole_A1.UBHole_A1 AnimationMode = MANUAL Flags = START_FRAME_LAST End ConditionState = DOOR_1_WAITING_OPEN DAMAGED Model = UBHole_A1D Animation = UBHole_A1D.UBHole_A1D AnimationMode = MANUAL Flags = START_FRAME_LAST End End PlacementViewAngle = -135 ; ***DESIGN parameters *** DisplayName = OBJECT:GLAHole Side = GLA EditorSorting = SYSTEM Prerequisites Object = GLACommandCenter End BuildCost = 100 BuildTime = 10.0 ; in seconds EnergyProduction = 0 VisionRange = 50.0 ; Shroud clearing distance ShroudClearingRange = 50 ArmorSet Conditions = None Armor = StructureArmor DamageFX = StructureDamageFXNoShake End ; *** AUDIO Parameters *** VoiceSelect = TunnelNetworkSelect SoundOnDamaged = BuildingDamagedStateLight SoundOnReallyDamaged = BuildingDestroy UnitSpecificSounds UnderConstruction = UnderConstructionLoop End ; *** ENGINEERING Parameters *** RadarPriority = STRUCTURE KindOf = PRELOAD STRUCTURE SELECTABLE IMMOBILE REBUILD_HOLE CAN_SEE_THROUGH_STRUCTURE IMMUNE_TO_CAPTURE SCORE_DESTROY MP_COUNT_FOR_VICTORY Body = StructureBody ModuleTag_03 ; To set the health for a particular hole, edit the entry in the object ; that will leave the hole behind (edit the RebuildHoleExposeDie entry) MaxHealth = 9999999.9 ;bigger than anything realistic we use InitialHealth = 9999999.9 ;bigger than anything realistic we use End Behavior = RebuildHoleBehavior ModuleTag_04 WorkerObjectName = GLAInfantryWorker WorkerRespawnDelay = 20000 ;in milliseconds HoleHealthRegen%PerSecond = 0.5% ;regen this % of HoleMaxHealth per second End Behavior = CreateObjectDie ModuleTag_13 CreationList = OCL_LargeStructureDebris End Behavior = FXListDie ModuleTag_14 DeathFX = FX_StructureSmallDeath End Geometry = CYLINDER GeometryMajorRadius = 25.0 GeometryHeight = 5.0 GeometryIsSmall = No Shadow = SHADOW_VOLUME BuildCompletion = PLACED_BY_PLAYER End ;------------------------------------------------------------------------------ Object AmericaCommandCenter ; *** ART Parameters *** SelectPortrait = SAComCentr_L ButtonImage = SAComCentr ; ----------------- Main Building ------------------------ Draw = W3DModelDraw ModuleTag_01 OkToChangeModelColor = Yes ; day ****************************************** ConditionState = NONE Model = ABBtCmdHQ Animation = ABBtCmdHQ.ABBtCmdHQ AnimationMode = LOOP End ConditionState = DAMAGED Model = ABBtCmdHQ_D Animation = ABBtCmdHQ_D.ABBtCmdHQ_D AnimationMode = LOOP End ConditionState = REALLYDAMAGED RUBBLE Model = ABBtCmdHQ_E Animation = ABBtCmdHQ_E.ABBtCmdHQ_E AnimationMode = LOOP End ; night **************************************** ConditionState = NIGHT Model = ABBtCmdHQ_N Animation = ABBtCmdHQ_N.ABBtCmdHQ_N AnimationMode = LOOP End ConditionState = DAMAGED NIGHT Model = ABBtCmdHQ_DN Animation = ABBtCmdHQ_DN.ABBtCmdHQ_DN AnimationMode = LOOP End ConditionState = REALLYDAMAGED RUBBLE NIGHT Model = ABBtCmdHQ_EN Animation = ABBtCmdHQ_EN.ABBtCmdHQ_EN AnimationMode = LOOP End ; Snow ConditionState = SNOW Model = ABBtCmdHQ_S Animation = ABBtCmdHQ_S.ABBtCmdHQ_S AnimationMode = LOOP End ConditionState = DAMAGED SNOW Model = ABBtCmdHQ_DS Animation = ABBtCmdHQ_DS.ABBtCmdHQ_DS AnimationMode = LOOP End ConditionState = REALLYDAMAGED RUBBLE SNOW Model = ABBtCmdHQ_ES Animation = ABBtCmdHQ_ES.ABBtCmdHQ_ES AnimationMode = LOOP End ; night snow **************************************** ConditionState = NIGHT SNOW Model = ABBtCmdHQ_NS Animation = ABBtCmdHQ_NS.ABBtCmdHQ_NS AnimationMode = LOOP End ConditionState = DAMAGED NIGHT SNOW Model = ABBtCmdHQ_DNS Animation = ABBtCmdHQ_DNS.ABBtCmdHQ_DNS AnimationMode = LOOP End ConditionState = REALLYDAMAGED RUBBLE NIGHT SNOW Model = ABBtCmdHQ_ENS Animation = ABBtCmdHQ_ENS.ABBtCmdHQ_ENS AnimationMode = LOOP End ;************************************************************************************************************************** ;This block handles every possible case with construction process, selling process, awaiting construction, and sold states ;for this draw module ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED Model = ABBtCmdHQ Animation = ABBtCmdHQ.ABBtCmdHQ AnimationMode = LOOP Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT End ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED DAMAGED Model = ABBtCmdHQ_D Animation = ABBtCmdHQ_D.ABBtCmdHQ_D AnimationMode = LOOP Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT End ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED REALLYDAMAGED Model = ABBtCmdHQ_E Animation = ABBtCmdHQ_E.ABBtCmdHQ_E AnimationMode = LOOP Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT End ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT Model = ABBtCmdHQ_N Animation = ABBtCmdHQ_N.ABBtCmdHQ_N AnimationMode = LOOP Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT End ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT DAMAGED Model = ABBtCmdHQ_DN Animation = ABBtCmdHQ_DN.ABBtCmdHQ_DN AnimationMode = LOOP Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT End ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT REALLYDAMAGED Model = ABBtCmdHQ_EN Animation = ABBtCmdHQ_EN.ABBtCmdHQ_EN AnimationMode = LOOP Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT End ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED SNOW Model = ABBtCmdHQ_S Animation = ABBtCmdHQ_S.ABBtCmdHQ_S AnimationMode = LOOP Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT End ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED SNOW DAMAGED Model = ABBtCmdHQ_DS Animation = ABBtCmdHQ_DS.ABBtCmdHQ_DS AnimationMode = LOOP Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT End ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED SNOW REALLYDAMAGED Model = ABBtCmdHQ_ES Animation = ABBtCmdHQ_ES.ABBtCmdHQ_ES AnimationMode = LOOP Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT End ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT SNOW Model = ABBtCmdHQ_NS Animation = ABBtCmdHQ_NS.ABBtCmdHQ_NS AnimationMode = LOOP Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT End ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT SNOW DAMAGED Model = ABBtCmdHQ_DNS Animation = ABBtCmdHQ_DNS.ABBtCmdHQ_DNS AnimationMode = LOOP Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT End ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT SNOW REALLYDAMAGED Model = ABBtCmdHQ_ENS Animation = ABBtCmdHQ_ENS.ABBtCmdHQ_ENS AnimationMode = LOOP Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT End ConditionState = AWAITING_CONSTRUCTION Model = NONE End AliasConditionState = AWAITING_CONSTRUCTION DAMAGED AliasConditionState = AWAITING_CONSTRUCTION REALLYDAMAGED AliasConditionState = AWAITING_CONSTRUCTION NIGHT AliasConditionState = AWAITING_CONSTRUCTION NIGHT DAMAGED AliasConditionState = AWAITING_CONSTRUCTION NIGHT REALLYDAMAGED AliasConditionState = AWAITING_CONSTRUCTION SNOW AliasConditionState = AWAITING_CONSTRUCTION SNOW DAMAGED AliasConditionState = AWAITING_CONSTRUCTION SNOW REALLYDAMAGED AliasConditionState = AWAITING_CONSTRUCTION NIGHT SNOW AliasConditionState = AWAITING_CONSTRUCTION NIGHT SNOW DAMAGED AliasConditionState = AWAITING_CONSTRUCTION NIGHT SNOW REALLYDAMAGED AliasConditionState = SOLD AliasConditionState = SOLD DAMAGED AliasConditionState = SOLD REALLYDAMAGED AliasConditionState = SOLD NIGHT AliasConditionState = SOLD NIGHT DAMAGED AliasConditionState = SOLD NIGHT REALLYDAMAGED AliasConditionState = SOLD SNOW AliasConditionState = SOLD SNOW DAMAGED AliasConditionState = SOLD SNOW REALLYDAMAGED AliasConditionState = SOLD NIGHT SNOW AliasConditionState = SOLD NIGHT SNOW DAMAGED AliasConditionState = SOLD NIGHT SNOW REALLYDAMAGED ;************************************************************************************************************************************************************************************************************** End ; ----------------- the factory door ------------------- Draw = W3DModelDraw ModuleTag_02 DefaultConditionState Model = ABBtCmdHQ_A7 Animation = ABBtCmdHQ_A7.ABBtCmdHQ_A7 AnimationMode = MANUAL Flags = START_FRAME_FIRST 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 = ABBtCmdHQ_A7 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT End AliasConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT AliasConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED SNOW AliasConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED SNOW NIGHT ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED DAMAGED Model = ABBtCmdHQ_A7D Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT End AliasConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT DAMAGED AliasConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED SNOW DAMAGED AliasConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED SNOW NIGHT DAMAGED ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED REALLYDAMAGED Model = ABBtCmdHQ_A7E Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT End AliasConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED REALLYDAMAGED NIGHT AliasConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED REALLYDAMAGED SNOW AliasConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED REALLYDAMAGED SNOW NIGHT ConditionState = AWAITING_CONSTRUCTION Model = NONE End AliasConditionState = AWAITING_CONSTRUCTION DAMAGED AliasConditionState = AWAITING_CONSTRUCTION REALLYDAMAGED AliasConditionState = AWAITING_CONSTRUCTION NIGHT AliasConditionState = AWAITING_CONSTRUCTION NIGHT DAMAGED AliasConditionState = AWAITING_CONSTRUCTION NIGHT REALLYDAMAGED AliasConditionState = AWAITING_CONSTRUCTION NIGHT SNOW AliasConditionState = AWAITING_CONSTRUCTION NIGHT SNOW DAMAGED AliasConditionState = AWAITING_CONSTRUCTION NIGHT SNOW REALLYDAMAGED AliasConditionState = SOLD DAMAGED AliasConditionState = SOLD REALLYDAMAGED AliasConditionState = SOLD NIGHT AliasConditionState = SOLD NIGHT DAMAGED AliasConditionState = SOLD NIGHT REALLYDAMAGED AliasConditionState = SOLD NIGHT SNOW AliasConditionState = SOLD NIGHT SNOW DAMAGED AliasConditionState = SOLD NIGHT SNOW REALLYDAMAGED ;************************************************************************************************************************** ConditionState = DAMAGED Model = ABBtCmdHQ_A7D Animation = ABBtCmdHQ_A7D.ABBtCmdHQ_A7D AnimationMode = MANUAL Flags = START_FRAME_FIRST End ConditionState = REALLYDAMAGED RUBBLE Model = ABBtCmdHQ_A7E Animation = ABBtCmdHQ_A7E.ABBtCmdHQ_A7E AnimationMode = MANUAL Flags = START_FRAME_FIRST End ConditionState = DOOR_1_OPENING Model = ABBtCmdHQ_A7 Animation = ABBtCmdHQ_A7.ABBtCmdHQ_A7 AnimationMode = ONCE Flags = START_FRAME_FIRST End ConditionState = DOOR_1_OPENING DAMAGED Model = ABBtCmdHQ_A7D Animation = ABBtCmdHQ_A7D.ABBtCmdHQ_A7D AnimationMode = ONCE Flags = START_FRAME_FIRST End ConditionState = DOOR_1_OPENING REALLYDAMAGED RUBBLE Model = ABBtCmdHQ_A7E Animation = ABBtCmdHQ_A7E.ABBtCmdHQ_A7E AnimationMode = ONCE Flags = START_FRAME_FIRST End ConditionState = DOOR_1_CLOSING Model = ABBtCmdHQ_A7 Animation = ABBtCmdHQ_A7.ABBtCmdHQ_A7 AnimationMode = ONCE_BACKWARDS Flags = START_FRAME_LAST End ConditionState = DOOR_1_CLOSING DAMAGED Model = ABBtCmdHQ_A7D Animation = ABBtCmdHQ_A7D.ABBtCmdHQ_A7D AnimationMode = ONCE_BACKWARDS Flags = START_FRAME_LAST End ConditionState = DOOR_1_CLOSING REALLYDAMAGED RUBBLE Model = ABBtCmdHQ_A7E Animation = ABBtCmdHQ_A7E.ABBtCmdHQ_A7E AnimationMode = ONCE_BACKWARDS Flags = START_FRAME_LAST End ConditionState = DOOR_1_WAITING_OPEN Model = ABBtCmdHQ_A7 Animation = ABBtCmdHQ_A7.ABBtCmdHQ_A7 AnimationMode = MANUAL Flags = START_FRAME_LAST End ConditionState = DOOR_1_WAITING_OPEN DAMAGED Model = ABBtCmdHQ_A7D Animation = ABBtCmdHQ_A7D.ABBtCmdHQ_A7D AnimationMode = MANUAL Flags = START_FRAME_LAST End ConditionState = DOOR_1_WAITING_OPEN REALLYDAMAGED RUBBLE Model = ABBtCmdHQ_A7E Animation = ABBtCmdHQ_A7E.ABBtCmdHQ_A7E AnimationMode = MANUAL Flags = START_FRAME_LAST End End PlacementViewAngle = -135 ; ------------ Radar Extending ----------------- Draw = W3DModelDraw ModuleTag_03 ConditionState = None Model = ABBtCmdHQ_AC Animation = ABBtCmdHQ_AC.ABBtCmdHQ_AC AnimationMode = LOOP End AliasConditionState = NIGHT AliasConditionState = SNOW AliasConditionState = NIGHT SNOW ConditionState = DAMAGED Model = ABBtCmdHQ_ACD Animation = ABBtCmdHQ_ACD.ABBtCmdHQ_ACD AnimationMode = LOOP End AliasConditionState = NIGHT DAMAGED AliasConditionState = SNOW DAMAGED AliasConditionState = NIGHT SNOW DAMAGED ConditionState = REALLYDAMAGED RUBBLE Model = ABBtCmdHQ_ACE Animation = ABBtCmdHQ_ACE.ABBtCmdHQ_ACE AnimationMode = LOOP End AliasConditionState = NIGHT REALLYDAMAGED RUBBLE AliasConditionState = SNOW REALLYDAMAGED RUBBLE AliasConditionState = NIGHT SNOW REALLYDAMAGED RUBBLE ;************************************************************************************************************************** ;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 = ABBtCmdHQ_AC Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT End AliasConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT AliasConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED SNOW AliasConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT SNOW ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED DAMAGED Model = ABBtCmdHQ_ACD Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT End AliasConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED DAMAGED NIGHT AliasConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED DAMAGED SNOW AliasConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED DAMAGED NIGHT SNOW ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED REALLYDAMAGED Model = ABBtCmdHQ_ACE Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT End AliasConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED REALLYDAMAGED NIGHT AliasConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED REALLYDAMAGED SNOW AliasConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED REALLYDAMAGED NIGHT SNOW ConditionState = AWAITING_CONSTRUCTION Model = NONE End AliasConditionState = AWAITING_CONSTRUCTION DAMAGED AliasConditionState = AWAITING_CONSTRUCTION REALLYDAMAGED AliasConditionState = AWAITING_CONSTRUCTION NIGHT AliasConditionState = AWAITING_CONSTRUCTION NIGHT DAMAGED AliasConditionState = AWAITING_CONSTRUCTION NIGHT REALLYDAMAGED AliasConditionState = AWAITING_CONSTRUCTION NIGHT SNOW AliasConditionState = AWAITING_CONSTRUCTION NIGHT SNOW DAMAGED AliasConditionState = AWAITING_CONSTRUCTION NIGHT SNOW REALLYDAMAGED AliasConditionState = SOLD DAMAGED AliasConditionState = SOLD REALLYDAMAGED AliasConditionState = SOLD NIGHT AliasConditionState = SOLD NIGHT DAMAGED AliasConditionState = SOLD NIGHT REALLYDAMAGED AliasConditionState = SOLD NIGHT SNOW AliasConditionState = SOLD NIGHT SNOW DAMAGED AliasConditionState = SOLD NIGHT SNOW REALLYDAMAGED ;************************************************************************************************************************** End ; ----------------- The Door ------------------------ Draw = W3DModelDraw ModuleTag_04 DefaultConditionState Model = ABBtCmdHQ_A7 Animation = ABBtCmdHQ_A7.ABBtCmdHQ_A7 AnimationMode = MANUAL Flags = START_FRAME_FIRST End AliasConditionState = NIGHT AliasConditionState = SNOW AliasConditionState = NIGHT SNOW ConditionState = DAMAGED Model = ABBtCmdHQ_A7D Animation = ABBtCmdHQ_A7D.ABBtCmdHQ_A7D AnimationMode = MANUAL Flags = START_FRAME_FIRST End AliasConditionState = NIGHT DAMAGED AliasConditionState = SNOW DAMAGED AliasConditionState = NIGHT SNOW DAMAGED ConditionState = REALLYDAMAGED RUBBLE Model = ABBtCmdHQ_A7E Animation = ABBtCmdHQ_A7E.ABBtCmdHQ_A7E AnimationMode = MANUAL Flags = START_FRAME_FIRST End AliasConditionState = NIGHT REALLYDAMAGED RUBBLE AliasConditionState = SNOW REALLYDAMAGED RUBBLE AliasConditionState = NIGHT SNOW REALLYDAMAGED RUBBLE ConditionState = DOOR_1_OPENING Model = ABBtCmdHQ_A7 Animation = ABBtCmdHQ_A7.ABBtCmdHQ_A7 AnimationMode = ONCE Flags = START_FRAME_FIRST End AliasConditionState = NIGHT DOOR_1_OPENING AliasConditionState = SNOW DOOR_1_OPENING AliasConditionState = NIGHT SNOW DOOR_1_OPENING ConditionState = DOOR_1_OPENING DAMAGED Model = ABBtCmdHQ_A7D Animation = ABBtCmdHQ_A7D.ABBtCmdHQ_A7D AnimationMode = ONCE Flags = START_FRAME_FIRST End AliasConditionState = NIGHT DOOR_1_OPENING DAMAGED AliasConditionState = SNOW DOOR_1_OPENING DAMAGED AliasConditionState = NIGHT SNOW DOOR_1_OPENING DAMAGED ConditionState = DOOR_1_OPENING REALLYDAMAGED RUBBLE Model = ABBtCmdHQ_A7E Animation = ABBtCmdHQ_A7E.ABBtCmdHQ_A7E AnimationMode = ONCE Flags = START_FRAME_FIRST End AliasConditionState = NIGHT DOOR_1_OPENING REALLYDAMAGED RUBBLE AliasConditionState = SNOW DOOR_1_OPENING REALLYDAMAGED RUBBLE AliasConditionState = NIGHT SNOW DOOR_1_OPENING REALLYDAMAGED RUBBLE ConditionState = DOOR_1_CLOSING Model = ABBtCmdHQ_A7 Animation = ABBtCmdHQ_A7.ABBtCmdHQ_A7 AnimationMode = ONCE_BACKWARDS Flags = START_FRAME_LAST End AliasConditionState = NIGHT DOOR_1_CLOSING AliasConditionState = SNOW DOOR_1_CLOSING AliasConditionState = NIGHT SNOW DOOR_1_CLOSING ConditionState = DOOR_1_CLOSING DAMAGED Model = ABBtCmdHQ_A7D Animation = ABBtCmdHQ_A7D.ABBtCmdHQ_A7D AnimationMode = ONCE_BACKWARDS Flags = START_FRAME_LAST End AliasConditionState = NIGHT DOOR_1_CLOSING DAMAGED AliasConditionState = SNOW DOOR_1_CLOSING DAMAGED AliasConditionState = NIGHT SNOW DOOR_1_CLOSING DAMAGED ConditionState = DOOR_1_CLOSING REALLYDAMAGED RUBBLE Model = ABBtCmdHQ_A7E Animation = ABBtCmdHQ_A7E.ABBtCmdHQ_A7E AnimationMode = ONCE_BACKWARDS Flags = START_FRAME_LAST End AliasConditionState = NIGHT DOOR_1_CLOSING REALLYDAMAGED RUBBLE AliasConditionState = SNOW DOOR_1_CLOSING REALLYDAMAGED RUBBLE AliasConditionState = NIGHT SNOW DOOR_1_CLOSING REALLYDAMAGED RUBBLE ConditionState = DOOR_1_WAITING_OPEN Model = ABBtCmdHQ_A7 Animation = ABBtCmdHQ_A7.ABBtCmdHQ_A7 AnimationMode = MANUAL Flags = START_FRAME_LAST End AliasConditionState = NIGHT DOOR_1_WAITING_OPEN AliasConditionState = SNOW DOOR_1_WAITING_OPEN AliasConditionState = NIGHT SNOW DOOR_1_WAITING_OPEN ConditionState = DOOR_1_WAITING_OPEN DAMAGED Model = ABBtCmdHQ_A7D Animation = ABBtCmdHQ_A7D.ABBtCmdHQ_A7D AnimationMode = MANUAL Flags = START_FRAME_LAST End AliasConditionState = NIGHT DOOR_1_WAITING_OPEN DAMAGED AliasConditionState = SNOW DOOR_1_WAITING_OPEN DAMAGED AliasConditionState = NIGHT SNOW DOOR_1_WAITING_OPEN DAMAGED ConditionState = DOOR_1_WAITING_OPEN REALLYDAMAGED RUBBLE Model = ABBtCmdHQ_A7E Animation = ABBtCmdHQ_A7E.ABBtCmdHQ_A7E AnimationMode = MANUAL Flags = START_FRAME_LAST End AliasConditionState = NIGHT DOOR_1_WAITING_OPEN REALLYDAMAGED RUBBLE AliasConditionState = SNOW DOOR_1_WAITING_OPEN REALLYDAMAGED RUBBLE AliasConditionState = NIGHT SNOW DOOR_1_WAITING_OPEN REALLYDAMAGED RUBBLE ;************************************************************************************************************************** ;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 = ABBtCmdHQ_A7 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT End AliasConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT AliasConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED SNOW AliasConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT SNOW ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED DAMAGED Model = ABBtCmdHQ_A7D Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT End AliasConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED DAMAGED NIGHT AliasConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED DAMAGED SNOW AliasConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED DAMAGED NIGHT SNOW ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED REALLYDAMAGED Model = ABBtCmdHQ_A7E Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT End AliasConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED REALLYDAMAGED NIGHT AliasConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED REALLYDAMAGED SNOW AliasConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED REALLYDAMAGED NIGHT SNOW ConditionState = AWAITING_CONSTRUCTION Model = NONE End AliasConditionState = AWAITING_CONSTRUCTION DAMAGED AliasConditionState = AWAITING_CONSTRUCTION REALLYDAMAGED AliasConditionState = AWAITING_CONSTRUCTION NIGHT AliasConditionState = AWAITING_CONSTRUCTION NIGHT DAMAGED AliasConditionState = AWAITING_CONSTRUCTION NIGHT REALLYDAMAGED AliasConditionState = AWAITING_CONSTRUCTION NIGHT SNOW AliasConditionState = AWAITING_CONSTRUCTION NIGHT SNOW DAMAGED AliasConditionState = AWAITING_CONSTRUCTION NIGHT SNOW REALLYDAMAGED AliasConditionState = SOLD DAMAGED AliasConditionState = SOLD REALLYDAMAGED AliasConditionState = SOLD NIGHT AliasConditionState = SOLD NIGHT DAMAGED AliasConditionState = SOLD NIGHT REALLYDAMAGED AliasConditionState = SOLD NIGHT SNOW AliasConditionState = SOLD NIGHT SNOW DAMAGED AliasConditionState = SOLD NIGHT SNOW REALLYDAMAGED ;************************************************************************************************************************** End ; ------------ construction-zone fence ----------------- Draw = W3DModelDraw ModuleTag_05 AnimationsRequirePower = No DefaultConditionState Model = None TransitionKey = DOWN_DEFAULT End ConditionState = NIGHT Model = None TransitionKey = DOWN_DEFAULT End ConditionState = SNOW Model = None TransitionKey = DOWN_DEFAULT End ConditionState = SNOW NIGHT Model = None TransitionKey = DOWN_DEFAULT End ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED Model = ABBtCmdHQ_A4 Animation = ABBtCmdHQ_A4.ABBtCmdHQ_A4 AnimationMode = MANUAL Flags = START_FRAME_LAST TransitionKey = UP_DAY ParticleSysBone = SmokeS01 SmokeBuildingSmall ParticleSysBone = SparksS01 LiveWireSparks02 End ConditionState = NIGHT AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED Model = ABBtCmdHQ_A4N Animation = ABBtCmdHQ_A4N.ABBtCmdHQ_A4N AnimationMode = MANUAL Flags = START_FRAME_LAST TransitionKey = UP_NIGHT ParticleSysBone = SmokeS01 SmokeBuildingSmall ParticleSysBone = SparksS01 LiveWireSparks02 End ConditionState = SNOW AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED Model = ABBtCmdHQ_A4S Animation = ABBtCmdHQ_A4S.ABBtCmdHQ_A4S AnimationMode = MANUAL Flags = START_FRAME_LAST TransitionKey = UP_SNOW ParticleSysBone = SmokeS01 SmokeBuildingSmall ParticleSysBone = SparksS01 LiveWireSparks02 End ConditionState = SNOW NIGHT AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED Model = ABBtCmdHQ_A4SN Animation = ABBtCmdHQ_A4SN.ABBtCmdHQ_A4SN AnimationMode = MANUAL Flags = START_FRAME_LAST TransitionKey = UP_SNOWNIGHT ParticleSysBone = SmokeS01 SmokeBuildingSmall ParticleSysBone = SparksS01 LiveWireSparks02 End TransitionState = DOWN_DEFAULT UP_DAY Model = ABBtCmdHQ_A4 Animation = ABBtCmdHQ_A4.ABBtCmdHQ_A4 AnimationMode = ONCE AnimationSpeedFactorRange = 1.0 1.0 Flags = START_FRAME_FIRST End TransitionState = DOWN_DEFAULT UP_NIGHT Model = ABBtCmdHQ_A4N Animation = ABBtCmdHQ_A4N.ABBtCmdHQ_A4N AnimationMode = ONCE AnimationSpeedFactorRange = 1.0 1.0 Flags = START_FRAME_FIRST End TransitionState = DOWN_DEFAULT UP_SNOW Model = ABBtCmdHQ_A4S Animation = ABBtCmdHQ_A4S.ABBtCmdHQ_A4S AnimationMode = ONCE AnimationSpeedFactorRange = 1.0 1.0 Flags = START_FRAME_FIRST End TransitionState = DOWN_DEFAULT UP_SNOWNIGHT Model = ABBtCmdHQ_A4SN Animation = ABBtCmdHQ_A4SN.ABBtCmdHQ_A4SN AnimationMode = ONCE AnimationSpeedFactorRange = 1.0 1.0 Flags = START_FRAME_FIRST End TransitionState = UP_DAY DOWN_DEFAULT Model = ABBtCmdHQ_A4 Animation = ABBtCmdHQ_A4.ABBtCmdHQ_A4 AnimationMode = ONCE_BACKWARDS AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly Flags = START_FRAME_LAST End TransitionState = UP_NIGHT DOWN_DEFAULT Model = ABBtCmdHQ_A4N Animation = ABBtCmdHQ_A4N.ABBtCmdHQ_A4N AnimationMode = ONCE_BACKWARDS AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly Flags = START_FRAME_LAST End TransitionState = UP_SNOW DOWN_DEFAULT Model = ABBtCmdHQ_A4S Animation = ABBtCmdHQ_A4S.ABBtCmdHQ_A4S AnimationMode = ONCE_BACKWARDS AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly Flags = START_FRAME_LAST End TransitionState = UP_SNOW NIGHT DOWN_DEFAULT Model = ABBtCmdHQ_A4SN Animation = ABBtCmdHQ_A4SN.ABBtCmdHQ_A4SN AnimationMode = ONCE_BACKWARDS AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly Flags = START_FRAME_LAST End End ; ------------ under-construction scaffolding ----------------- Draw = W3DModelDraw ModuleTag_06 AnimationsRequirePower = No MinLODRequired = MEDIUM DefaultConditionState Model = None TransitionKey = DOWN_DEFAULT End ConditionState = NIGHT Model = None TransitionKey = DOWN_DEFAULT End ConditionState = SNOW Model = None TransitionKey = DOWN_DEFAULT End ConditionState = SNOW NIGHT Model = None TransitionKey = DOWN_DEFAULT End ConditionState = PARTIALLY_CONSTRUCTED Model = ABBtCmdHQ_A6 Animation = ABBtCmdHQ_A6.ABBtCmdHQ_A6 AnimationMode = MANUAL Flags = START_FRAME_LAST TransitionKey = UP_DAY ParticleSysBone = Sparks01 BuildUpBlueSpark ParticleSysBone = Sparks02 BuildUpBlueSpark ParticleSysBone = Sparks04 BuildUpBlueSpark ParticleSysBone = Sparks05 BuildUpBlueSpark ParticleSysBone = Sparks06 BuildUpBlueSpark ParticleSysBone = Sparks08 BuildUpBlueSpark ParticleSysBone = Sparks09 BuildUpBlueSpark End ConditionState = NIGHT PARTIALLY_CONSTRUCTED Model = ABBtCmdHQ_A6N Animation = ABBtCmdHQ_A6N.ABBtCmdHQ_A6N AnimationMode = MANUAL Flags = START_FRAME_LAST TransitionKey = UP_NIGHT ParticleSysBone = Sparks01 BuildUpBlueSpark ParticleSysBone = Sparks02 BuildUpBlueSpark ParticleSysBone = Sparks04 BuildUpBlueSpark ParticleSysBone = Sparks05 BuildUpBlueSpark ParticleSysBone = Sparks06 BuildUpBlueSpark ParticleSysBone = Sparks08 BuildUpBlueSpark ParticleSysBone = Sparks09 BuildUpBlueSpark End ConditionState = SNOW PARTIALLY_CONSTRUCTED Model = ABBtCmdHQ_A6S Animation = ABBtCmdHQ_A6S.ABBtCmdHQ_A6S AnimationMode = MANUAL Flags = START_FRAME_LAST TransitionKey = UP_SNOW ParticleSysBone = Sparks01 BuildUpBlueSpark ParticleSysBone = Sparks02 BuildUpBlueSpark ParticleSysBone = Sparks04 BuildUpBlueSpark ParticleSysBone = Sparks05 BuildUpBlueSpark ParticleSysBone = Sparks06 BuildUpBlueSpark ParticleSysBone = Sparks08 BuildUpBlueSpark ParticleSysBone = Sparks09 BuildUpBlueSpark End ConditionState = SNOW NIGHT PARTIALLY_CONSTRUCTED Model = ABBtCmdHQ_A6SN Animation = ABBtCmdHQ_A6SN.ABBtCmdHQ_A6SN AnimationMode = MANUAL Flags = START_FRAME_LAST TransitionKey = UP_SNOWNIGHT ParticleSysBone = Sparks01 BuildUpBlueSpark ParticleSysBone = Sparks02 BuildUpBlueSpark ParticleSysBone = Sparks04 BuildUpBlueSpark ParticleSysBone = Sparks05 BuildUpBlueSpark ParticleSysBone = Sparks06 BuildUpBlueSpark ParticleSysBone = Sparks08 BuildUpBlueSpark ParticleSysBone = Sparks09 BuildUpBlueSpark End TransitionState = DOWN_DEFAULT UP_DAY Model = ABBtCmdHQ_A6 Animation = ABBtCmdHQ_A6.ABBtCmdHQ_A6 AnimationMode = ONCE AnimationSpeedFactorRange = 1.0 1.0 Flags = START_FRAME_FIRST End TransitionState = DOWN_DEFAULT UP_NIGHT Model = ABBtCmdHQ_A6N Animation = ABBtCmdHQ_A6N.ABBtCmdHQ_A6N AnimationMode = ONCE AnimationSpeedFactorRange = 1.0 1.0 Flags = START_FRAME_FIRST End TransitionState = DOWN_DEFAULT UP_SNOW Model = ABBtCmdHQ_A6S Animation = ABBtCmdHQ_A6S.ABBtCmdHQ_A6S AnimationMode = ONCE AnimationSpeedFactorRange = 1.0 1.0 Flags = START_FRAME_FIRST End TransitionState = DOWN_DEFAULT UP_SNOWNIGHT Model = ABBtCmdHQ_A6SN Animation = ABBtCmdHQ_A6SN.ABBtCmdHQ_A6SN AnimationMode = ONCE AnimationSpeedFactorRange = 1.0 1.0 Flags = START_FRAME_FIRST End TransitionState = UP_DAY DOWN_DEFAULT Model = ABBtCmdHQ_A6 Animation = ABBtCmdHQ_A6.ABBtCmdHQ_A6 AnimationMode = ONCE_BACKWARDS AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly Flags = START_FRAME_LAST End TransitionState = UP_NIGHT DOWN_DEFAULT Model = ABBtCmdHQ_A6N Animation = ABBtCmdHQ_A6N.ABBtCmdHQ_A6N AnimationMode = ONCE_BACKWARDS AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly Flags = START_FRAME_LAST End TransitionState = UP_SNOW DOWN_DEFAULT Model = ABBtCmdHQ_A6S Animation = ABBtCmdHQ_A6S.ABBtCmdHQ_A6S AnimationMode = ONCE_BACKWARDS AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly Flags = START_FRAME_LAST End TransitionState = UP_SNOWNIGHT DOWN_DEFAULT Model = ABBtCmdHQ_A6SN Animation = ABBtCmdHQ_A6SN.ABBtCmdHQ_A6SN AnimationMode = ONCE_BACKWARDS AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly Flags = START_FRAME_LAST End End ; ------------ being-constructed crane ----------------- Draw = W3DModelDraw ModuleTag_07 AnimationsRequirePower = No DefaultConditionState Model = None TransitionKey = DOWN_DEFAULT End ConditionState = NIGHT Model = None TransitionKey = DOWN_DEFAULT End ConditionState = SNOW Model = None TransitionKey = DOWN_DEFAULT End ConditionState = SNOW NIGHT Model = None TransitionKey = DOWN_DEFAULT End ConditionState = SOLD Model = NONE End ConditionState = ACTIVELY_BEING_CONSTRUCTED Model = ABBtCmdHQ_A5 Animation = ABBtCmdHQ_A5.ABBtCmdHQ_A5 AnimationMode = LOOP TransitionKey = UP_DAY End ConditionState = NIGHT ACTIVELY_BEING_CONSTRUCTED Model = ABBtCmdHQ_A5N Animation = ABBtCmdHQ_A5N.ABBtCmdHQ_A5N AnimationMode = LOOP TransitionKey = UP_NIGHT End ConditionState = SNOW ACTIVELY_BEING_CONSTRUCTED Model = ABBtCmdHQ_A5S Animation = ABBtCmdHQ_A5S.ABBtCmdHQ_A5S AnimationMode = LOOP TransitionKey = UP_SNOW End ConditionState = SNOW NIGHT ACTIVELY_BEING_CONSTRUCTED Model = ABBtCmdHQ_A5SN Animation = ABBtCmdHQ_A5SN.ABBtCmdHQ_A5SN AnimationMode = LOOP TransitionKey = UP_SNOWNIGHT End TransitionState = DOWN_DEFAULT UP_DAY Model = ABBtCmdHQ_A3 Animation = ABBtCmdHQ_A3.ABBtCmdHQ_A3 AnimationMode = ONCE AnimationSpeedFactorRange = 1.0 1.0 Flags = START_FRAME_FIRST End TransitionState = DOWN_DEFAULT UP_NIGHT Model = ABBtCmdHQ_A3N Animation = ABBtCmdHQ_A3N.ABBtCmdHQ_A3N AnimationMode = ONCE AnimationSpeedFactorRange = 1.0 1.0 Flags = START_FRAME_FIRST End TransitionState = DOWN_DEFAULT UP_SNOW Model = ABBtCmdHQ_A3S ; @todo srj -- not found Animation = ABBtCmdHQ_A3S.ABBtCmdHQ_A3S AnimationMode = ONCE AnimationSpeedFactorRange = 1.0 1.0 Flags = START_FRAME_FIRST End TransitionState = DOWN_DEFAULT UP_SNOWNIGHT Model = ABBtCmdHQ_A3SN Animation = ABBtCmdHQ_A3SN.ABBtCmdHQ_A3SN AnimationMode = ONCE AnimationSpeedFactorRange = 1.0 1.0 Flags = START_FRAME_FIRST End TransitionState = UP_DAY DOWN_DEFAULT Model = ABBtCmdHQ_A3 Animation = ABBtCmdHQ_A3.ABBtCmdHQ_A3 AnimationMode = ONCE_BACKWARDS AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly Flags = START_FRAME_LAST End TransitionState = UP_NIGHT DOWN_DEFAULT Model = ABBtCmdHQ_A3N Animation = ABBtCmdHQ_A3N.ABBtCmdHQ_A3N AnimationMode = ONCE_BACKWARDS AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly Flags = START_FRAME_LAST End TransitionState = UP_SNOW DOWN_DEFAULT Model = ABBtCmdHQ_A3S ; @todo srj -- not found Animation = ABBtCmdHQ_A3S.ABBtCmdHQ_A3S AnimationMode = ONCE_BACKWARDS AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly Flags = START_FRAME_LAST End TransitionState = UP_SNOWNIGHT DOWN_DEFAULT Model = ABBtCmdHQ_A3S Animation = ABBtCmdHQ_A3S.ABBtCmdHQ_A3S AnimationMode = ONCE_BACKWARDS AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly Flags = START_FRAME_LAST End End ; Officers club flag Draw = W3DModelDraw ModuleTag_OfficersClub OkToChangeModelColor = No ConditionState = NONE Model = None End AliasConditionState = DAMAGED AliasConditionState = REALLYDAMAGED AliasConditionState = RUBBLE AliasConditionState = REALLYDAMAGED RUBBLE ConditionState = PREORDER Model = OCFlagUSA Animation = OCFlagUSA.OCFlagUSA AnimationMode = LOOP Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT End ConditionState = PREORDER DAMAGED Model = OCFlagUSA_D Animation = OCFlagUSA_D.OCFlagUSA_D AnimationMode = LOOP Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT End ConditionState = PREORDER REALLYDAMAGED RUBBLE Model = OCFlagUSA_E Animation = OCFlagUSA_E.OCFlagUSA_E AnimationMode = LOOP Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT End End PlacementViewAngle = -135 ; ***DESIGN parameters *** DisplayName = OBJECT:CommandCenter Side = America EditorSorting = STRUCTURE BuildCost = 2000 BuildTime = 45.0 ; in seconds EnergyProduction = 0 ;Command Center should be free CommandSet = AmericaCommandCenterCommandSet VisionRange = 300.0 ; Shroud clearing distance ShroudClearingRange = 300 ArmorSet Conditions = None Armor = StructureArmorTough DamageFX = StructureDamageFXNoShake End ExperienceValue = 200 200 200 200 ; Experience point value at each level ; *** AUDIO Parameters *** VoiceSelect = CommandCenterUSASelect SoundOnDamaged = BuildingDamagedStateLight SoundOnReallyDamaged = BuildingDestroy UnitSpecificSounds UnderConstruction = UnderConstructionLoop End ; *** ENGINEERING Parameters *** RadarPriority = STRUCTURE KindOf = PRELOAD STRUCTURE SELECTABLE IMMOBILE COMMANDCENTER SCORE CAPTURABLE FS_FACTORY AUTO_RALLYPOINT MP_COUNT_FOR_VICTORY Body = StructureBody ModuleTag_08 MaxHealth = 5000.0 InitialHealth = 5000.0 ; 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 = 5200 SubdualDamageHealRate = 500 SubdualDamageHealAmount = 100 End Behavior = PreorderCreate ModuleTag_PreorderCreate End Behavior = GrantUpgradeCreate ModuleTag_09 UpgradeToGrant = Upgrade_AmericaRadar ExemptStatus = UNDER_CONSTRUCTION End Behavior = ProductionUpdate ModuleTag_11 NumDoorAnimations = 1 DoorOpeningTime = 1500 ;in mSeconds DoorWaitOpenTime = 3000 ;in mSeconds DoorCloseTime = 1500 ;in mSeconds ConstructionCompleteDuration = 1500 ;in mSeconds End Behavior = RadarUpdate ModuleTag_12 RadarExtendTime = 4000 ;in mSeconds End Behavior = DefaultProductionExitUpdate ModuleTag_13 UnitCreatePoint = X:-18.0 Y: 35.0 Z:0.0 NaturalRallyPoint = X: 60.0 Y: 35.0 Z:0.0;NaturalRallyPointX must always match GeometryMajorRadius! -ML End Behavior = BaseRegenerateUpdate ModuleTag_14 ;No data End Behavior = DestroyDie ModuleTag_15 ;nothing End Behavior = CreateObjectDie ModuleTag_16 CreationList = OCL_LargeStructureDebris End Behavior = CreateObjectDie ModuleTag_17 CreationList = OCL_AmericanRangerDebris10 ExemptStatus = UNDER_CONSTRUCTION End Behavior = FXListDie ModuleTag_18 DeathFX = FX_StructureMediumDeath End Behavior = RadarUpgrade ModuleTag_19 TriggeredBy = Upgrade_AmericaRadar End Behavior = OCLSpecialPower ModuleTag_20 SpecialPowerTemplate = SuperweaponDaisyCutter UpgradeOCL = SCIENCE_MOAB SUPERWEAPON_MOAB OCL = SUPERWEAPON_DaisyCutter CreateLocation = CREATE_AT_EDGE_NEAR_SOURCE End Behavior = OCLSpecialPower ModuleTag_21 SpecialPowerTemplate = SpecialPowerSpyDrone OCL = SUPERWEAPON_SpyDrone CreateLocation = CREATE_ABOVE_LOCATION End Behavior = OCLSpecialPower ModuleTag_22 SpecialPowerTemplate = SuperweaponParadropAmerica UpgradeOCL = SCIENCE_Paradrop3 SUPERWEAPON_Paradrop3 UpgradeOCL = SCIENCE_Paradrop2 SUPERWEAPON_Paradrop2 OCL = SUPERWEAPON_Paradrop1 CreateLocation = CREATE_AT_EDGE_NEAR_SOURCE OCLAdjustPositionToPassable = Yes ;Like RA2, shift target to passable cell so we don't land in water and on cliffs. End ; Behavior = OCLSpecialPower ModuleTag_23;this has been removed from everywhere but the ChinaAirfield in CHI05 ; SpecialPowerTemplate = SuperweaponCarpetBomb ; OCL = SUPERWEAPON_CarpetBomb ; CreateLocation = CREATE_AT_EDGE_NEAR_SOURCE ; End Behavior = OCLSpecialPower ModuleTag_24 SpecialPowerTemplate = SpecialPowerSpySatellite OCL = SUPERWEAPON_SpySatellite CreateLocation = CREATE_AT_LOCATION End Behavior = OCLSpecialPower ModuleTag_25 SpecialPowerTemplate = SuperweaponCrateDrop OCL = SUPERWEAPON_CrateDrop CreateLocation = CREATE_AT_EDGE_NEAR_SOURCE End Behavior = OCLSpecialPower ModuleTag_26 SpecialPowerTemplate = SuperweaponA10ThunderboltMissileStrike UpgradeOCL = SCIENCE_A10ThunderboltMissileStrike3 SUPERWEAPON_A10ThunderboltMissileStrike3 UpgradeOCL = SCIENCE_A10ThunderboltMissileStrike2 SUPERWEAPON_A10ThunderboltMissileStrike2 OCL = SUPERWEAPON_A10ThunderboltMissileStrike1 CreateLocation = CREATE_AT_EDGE_NEAR_SOURCE End Behavior = OCLSpecialPower ModuleTag_27 SpecialPowerTemplate = SuperweaponEmergencyRepair UpgradeOCL = SCIENCE_EmergencyRepair3 SUPERWEAPON_RepairVehicles3 UpgradeOCL = SCIENCE_EmergencyRepair2 SUPERWEAPON_RepairVehicles2 OCL = SUPERWEAPON_RepairVehicles1 CreateLocation = CREATE_AT_LOCATION End ;****DEFECTOR SPECIAL POWER HAS BEEN CUT. DO NOT REUSE MODULETAG_28 ;Behavior = DefectorSpecialPower ModuleTag_28 ; SpecialPowerTemplate = SpecialPowerDefector ; @todo lorenzen add fatcursor params ;End ;Kris: Now launched by OCLSpecialPower for DaisyCutter. ;Behavior = OCLSpecialPower ModuleTag_29 ; SpecialPowerTemplate = SuperweaponMOAB ; OCL = SUPERWEAPON_MOAB ; CreateLocation = CREATE_AT_EDGE_NEAR_SOURCE ;End Behavior = FlammableUpdate ModuleTag_30 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_31 ;-------------DESIGNED FOR MEDIUM SIZED FACTION BUILDING TRANSITIONS------------------- DamagedParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionMediumSmoke ;--------------------------------------------------------------------------------------- ReallyDamagedParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionMediumSmoke ReallyDamagedParticleSystem2 = Bone:None RandomBone:No PSys:StructureTransitionMediumExplosion ReallyDamagedParticleSystem3 = Bone:None RandomBone:No PSys:StructureTransitionMediumShockwave End Behavior = SpecialAbility ModuleTag_32 SpecialPowerTemplate = SuperweaponSpectreGunship UpdateModuleStartsAttack = Yes End Behavior = SpectreGunshipDeploymentUpdate ModuleTag_33 SpecialPowerTemplate = SuperweaponSpectreGunship GunshipTemplateName = AmericaJetSpectreGunship AttackAreaRadius = 200 CreateLocation = CREATE_AT_EDGE_FARTHEST_FROM_TARGET ;other choices are: *NEAR_SOURCE *FARTHEST_FROM_SOURCE *NEAR_TARGET End Behavior = OCLSpecialPower ModuleTag_34 SpecialPowerTemplate = SuperweaponLeafletDrop OCL = SUPERWEAPON_LeafletDrop CreateLocation = CREATE_AT_EDGE_NEAR_SOURCE End ;Behavior = CommandSetUpgrade ModuleTag_99 ; CommandSet = AmericaCommandCenterCommandSetUpgradedToMOAB ; TriggeredBy = Upgrade_AmericaMOAB ;End Behavior = GrantScienceUpgrade ModuleTag_Science GrantScience = SCIENCE_MOAB TriggeredBy = Upgrade_AmericaMOAB End Geometry = BOX GeometryMajorRadius = 60.0 GeometryMinorRadius = 70.0 GeometryHeight = 49.0 GeometryIsSmall = No FactoryExitWidth = 25 ; How much space to leave for units exiting. Shadow = SHADOW_VOLUME BuildCompletion = PLACED_BY_PLAYER End ;------------------------------------------------------------------------------ ;GLA Command Center Object GLACommandCenter ; *** ART Parameters *** SelectPortrait = SUHeadquarters_L ButtonImage = SUHeadquarters UpgradeCameo1 = Upgrade_GLAFortifiedStructure ; ----- The actual command center Draw = W3DModelDraw ModuleTag_01 OkToChangeModelColor = Yes ; day ConditionState = NONE Model = UBCmdHQ ParticleSysBone = Smoke01 SteamVent ParticleSysBone = Fire01 SmolderingFire ParticleSysBone = Fire01 SmolderingSmoke Animation = UBCmdHQ.UBCmdHQ AnimationMode = LOOP End ConditionState = DAMAGED Model = UBCmdHQ_D Animation = UBCmdHQ_D.UBCmdHQ_D AnimationMode = LOOP End ConditionState = REALLYDAMAGED RUBBLE Model = UBCmdHQ_E Animation = UBCmdHQ_E.UBCmdHQ_E AnimationMode = LOOP End ConditionState = GARRISONED Model = UBCmdHQEG ParticleSysBone = Smoke01 SmolderingSmoke Animation = UBCmdHQEG.UBCmdHQEG AnimationMode = LOOP End ConditionState = DAMAGED GARRISONED Model = UBCmdHQEG_D ParticleSysBone = Smoke01 SmolderingSmoke Animation = UBCmdHQEG_D.UBCmdHQEG_D AnimationMode = LOOP End ConditionState = REALLYDAMAGED GARRISONED Model = UBCmdHQEG_E ParticleSysBone = Smoke01 SmolderingSmoke Animation = UBCmdHQEG_E.UBCmdHQEG_E AnimationMode = LOOP End ; night ConditionState = NIGHT Model = UBCmdHQ_N ParticleSysBone = Smoke01 SteamVent ParticleSysBone = Fire01 SmolderingFire ParticleSysBone = Fire01 SmolderingSmoke Animation = UBCmdHQ_N.UBCmdHQ_N AnimationMode = LOOP End ConditionState = DAMAGED NIGHT Model = UBCmdHQ_DN Animation = UBCmdHQ_DN.UBCmdHQ_DN AnimationMode = LOOP End ConditionState = REALLYDAMAGED RUBBLE NIGHT Model = UBCmdHQ_EN Animation = UBCmdHQ_EN.UBCmdHQ_EN AnimationMode = LOOP End ConditionState = GARRISONED NIGHT Model = UBCmdHQEG_N ParticleSysBone = Smoke01 SmolderingSmoke Animation = UBCmdHQEG_N.UBCmdHQEG_N AnimationMode = LOOP End ConditionState = DAMAGED GARRISONED NIGHT Model = UBCmdHQEG_DN ParticleSysBone = Smoke01 SmolderingSmoke Animation = UBCmdHQEG_DN.UBCmdHQEG_DN AnimationMode = LOOP End ConditionState = REALLYDAMAGED GARRISONED NIGHT Model = UBCmdHQEG_EN ParticleSysBone = Smoke01 SmolderingSmoke Animation = UBCmdHQEG_EN.UBCmdHQEG_EN AnimationMode = LOOP End ; day snow ConditionState = SNOW Model = UBCmdHQ_S ParticleSysBone = Smoke01 SteamVent ParticleSysBone = Fire01 SmolderingFire ParticleSysBone = Fire01 SmolderingSmoke Animation = UBCmdHQ_S.UBCmdHQ_S AnimationMode = LOOP End ConditionState = DAMAGED SNOW Model = UBCmdHQ_DS Animation = UBCmdHQ_DS.UBCmdHQ_DS AnimationMode = LOOP End ConditionState = REALLYDAMAGED RUBBLE SNOW Model = UBCmdHQ_ES Animation = UBCmdHQ_ES.UBCmdHQ_ES AnimationMode = LOOP End ConditionState = GARRISONED SNOW Model = UBCmdHQEG_S ParticleSysBone = Smoke01 SmolderingSmoke Animation = UBCmdHQEG_S.UBCmdHQEG_S AnimationMode = LOOP End ConditionState = DAMAGED GARRISONED SNOW Model = UBCmdHQEG_DS ParticleSysBone = Smoke01 SmolderingSmoke Animation = UBCmdHQEG_DS.UBCmdHQEG_DS AnimationMode = LOOP End ConditionState = REALLYDAMAGED GARRISONED SNOW Model = UBCmdHQEG_ES ParticleSysBone = Smoke01 SmolderingSmoke Animation = UBCmdHQEG_ES.UBCmdHQEG_ES AnimationMode = LOOP End ; night snow ConditionState = NIGHT SNOW Model = UBCmdHQ_NS ParticleSysBone = Smoke01 SteamVent ParticleSysBone = Fire01 SmolderingFire ParticleSysBone = Fire01 SmolderingSmoke Animation = UBCmdHQ_NS.UBCmdHQ_NS AnimationMode = LOOP End ConditionState = DAMAGED NIGHT SNOW Model = UBCmdHQ_DNS Animation = UBCmdHQ_DNS.UBCmdHQ_DNS AnimationMode = LOOP End ConditionState = REALLYDAMAGED RUBBLE NIGHT SNOW Model = UBCmdHQ_ENS Animation = UBCmdHQ_ENS.UBCmdHQ_ENS AnimationMode = LOOP End ConditionState = GARRISONED NIGHT SNOW Model = UBCmdHQEG_NS ParticleSysBone = Smoke01 SmolderingSmoke Animation = UBCmdHQEG_NS.UBCmdHQEG_NS AnimationMode = LOOP End ConditionState = DAMAGED GARRISONED NIGHT SNOW Model = UBCmdHQEG_DNS ParticleSysBone = Smoke01 SmolderingSmoke Animation = UBCmdHQEG_DNS.UBCmdHQEG_DNS AnimationMode = LOOP End ConditionState = REALLYDAMAGED GARRISONED NIGHT SNOW Model = UBCmdHQEG_ENS ParticleSysBone = Smoke01 SmolderingSmoke Animation = UBCmdHQEG_ENS.UBCmdHQEG_ENS AnimationMode = LOOP End ;************************************************************************************************************************** ;This block handles every possible case with construction process, selling process, awaiting construction, and sold states ;for this draw module ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED Model = UBCmdHQ Animation = UBCmdHQ.UBCmdHQ AnimationMode = LOOP Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT End ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED DAMAGED Model = UBCmdHQ_D Animation = UBCmdHQ_D.UBCmdHQ_D AnimationMode = LOOP Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT End ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED REALLYDAMAGED Model = UBCmdHQ_E Animation = UBCmdHQ_E.UBCmdHQ_E AnimationMode = LOOP Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT End ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT Model = UBCmdHQ_N Animation = UBCmdHQ_N.UBCmdHQ_N AnimationMode = LOOP Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT End ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT DAMAGED Model = UBCmdHQ_DN Animation = UBCmdHQ_DN.UBCmdHQ_DN AnimationMode = LOOP Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT End ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT REALLYDAMAGED Model = UBCmdHQ_EN Animation = UBCmdHQ_EN.UBCmdHQ_EN AnimationMode = LOOP Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT End ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED SNOW Model = UBCmdHQ_S Animation = UBCmdHQ_S.UBCmdHQ_S AnimationMode = LOOP Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT End ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED SNOW DAMAGED Model = UBCmdHQ_DS Animation = UBCmdHQ_DS.UBCmdHQ_DS AnimationMode = LOOP Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT End ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED SNOW REALLYDAMAGED Model = UBCmdHQ_ES Animation = UBCmdHQ_ES.UBCmdHQ_ES AnimationMode = LOOP Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT End ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT SNOW Model = UBCmdHQ_NS Animation = UBCmdHQ_NS.UBCmdHQ_NS AnimationMode = LOOP Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT End ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT SNOW DAMAGED Model = UBCmdHQ_DNS Animation = UBCmdHQ_DNS.UBCmdHQ_DNS AnimationMode = LOOP Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT End ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT SNOW REALLYDAMAGED Model = UBCmdHQ_ENS Animation = UBCmdHQ_ENS.UBCmdHQ_ENS AnimationMode = LOOP Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT End ConditionState = AWAITING_CONSTRUCTION Model = NONE End AliasConditionState = AWAITING_CONSTRUCTION DAMAGED AliasConditionState = AWAITING_CONSTRUCTION REALLYDAMAGED AliasConditionState = AWAITING_CONSTRUCTION NIGHT AliasConditionState = AWAITING_CONSTRUCTION NIGHT DAMAGED AliasConditionState = AWAITING_CONSTRUCTION NIGHT REALLYDAMAGED AliasConditionState = AWAITING_CONSTRUCTION SNOW AliasConditionState = AWAITING_CONSTRUCTION SNOW DAMAGED AliasConditionState = AWAITING_CONSTRUCTION SNOW REALLYDAMAGED AliasConditionState = AWAITING_CONSTRUCTION NIGHT SNOW AliasConditionState = AWAITING_CONSTRUCTION NIGHT SNOW DAMAGED AliasConditionState = AWAITING_CONSTRUCTION NIGHT SNOW REALLYDAMAGED AliasConditionState = SOLD AliasConditionState = SOLD DAMAGED AliasConditionState = SOLD REALLYDAMAGED AliasConditionState = SOLD NIGHT AliasConditionState = SOLD NIGHT DAMAGED AliasConditionState = SOLD NIGHT REALLYDAMAGED AliasConditionState = SOLD SNOW AliasConditionState = SOLD SNOW DAMAGED AliasConditionState = SOLD SNOW REALLYDAMAGED AliasConditionState = SOLD NIGHT SNOW AliasConditionState = SOLD NIGHT SNOW DAMAGED AliasConditionState = SOLD NIGHT SNOW REALLYDAMAGED AliasConditionState = GARRISONED SOLD AliasConditionState = GARRISONED SOLD DAMAGED AliasConditionState = GARRISONED SOLD REALLYDAMAGED AliasConditionState = GARRISONED SOLD NIGHT AliasConditionState = GARRISONED SOLD NIGHT DAMAGED AliasConditionState = GARRISONED SOLD NIGHT REALLYDAMAGED AliasConditionState = GARRISONED SOLD SNOW AliasConditionState = GARRISONED SOLD SNOW DAMAGED AliasConditionState = GARRISONED SOLD SNOW REALLYDAMAGED AliasConditionState = GARRISONED SOLD NIGHT SNOW AliasConditionState = GARRISONED SOLD NIGHT SNOW DAMAGED AliasConditionState = GARRISONED SOLD NIGHT SNOW REALLYDAMAGED ;************************************************************************************************************************** End PlacementViewAngle = -135 ; ------------ construction done flashing lights ---------- ; Draw = W3DModelDraw ; DefaultConditionState ; Model = None ; End ; ConditionState = SOLD ; Model = NONE ; End ; ConditionState = CONSTRUCTION_COMPLETE ; Model = ABWarFact_A2 ; Animation = ABWarFact_A2.ABWarFact_A2 ; AnimationMode = LOOP ; Flags = START_FRAME_FIRST ; 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 = UBCmdHQ_A4 Animation = UBCmdHQ_A4.UBCmdHQ_A4 AnimationMode = MANUAL Flags = START_FRAME_LAST TransitionKey = UP_DAY End ConditionState = NIGHT AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED Model = UBCmdHQ_A4N Animation = UBCmdHQ_A4N.UBCmdHQ_A4N AnimationMode = MANUAL Flags = START_FRAME_LAST TransitionKey = UP_NIGHT End ConditionState = SNOW AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED Model = UBCmdHQ_A4S Animation = UBCmdHQ_A4S.UBCmdHQ_A4S AnimationMode = MANUAL Flags = START_FRAME_LAST TransitionKey = UP_SNOW End ConditionState = SNOW NIGHT AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED Model = UBCmdHQ_A4SN Animation = UBCmdHQ_A4SN.UBCmdHQ_A4SN AnimationMode = MANUAL Flags = START_FRAME_LAST TransitionKey = UP_SNOWNIGHT End TransitionState = DOWN_DEFAULT UP_DAY Model = UBCmdHQ_A4 Animation = UBCmdHQ_A4.UBCmdHQ_A4 AnimationMode = ONCE AnimationSpeedFactorRange = 1.0 1.0 Flags = START_FRAME_FIRST End TransitionState = DOWN_DEFAULT UP_NIGHT Model = UBCmdHQ_A4N Animation = UBCmdHQ_A4N.UBCmdHQ_A4N AnimationMode = ONCE AnimationSpeedFactorRange = 1.0 1.0 Flags = START_FRAME_FIRST End TransitionState = DOWN_DEFAULT UP_SNOW Model = UBCmdHQ_A4S Animation = UBCmdHQ_A4S.UBCmdHQ_A4S AnimationMode = ONCE AnimationSpeedFactorRange = 1.0 1.0 Flags = START_FRAME_FIRST End TransitionState = DOWN_DEFAULT UP_SNOWNIGHT Model = UBCmdHQ_A4SN Animation = UBCmdHQ_A4SN.UBCmdHQ_A4SN AnimationMode = ONCE AnimationSpeedFactorRange = 1.0 1.0 Flags = START_FRAME_FIRST End TransitionState = UP_DAY DOWN_DEFAULT Model = UBCmdHQ_A4 Animation = UBCmdHQ_A4.UBCmdHQ_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 = UBCmdHQ_A4N Animation = UBCmdHQ_A4N.UBCmdHQ_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 = UBCmdHQ_A4S Animation = UBCmdHQ_A4S.UBCmdHQ_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 = UBCmdHQ_A4SN Animation = UBCmdHQ_A4SN.UBCmdHQ_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 = UBCmdHQ_A6 Animation = UBCmdHQ_A6.UBCmdHQ_A6 AnimationMode = MANUAL Flags = START_FRAME_LAST TransitionKey = UP_DAY ParticleSysBone = Dust01 BuildingDust ParticleSysBone = Smoke01 BuildUpSmoke ParticleSysBone = Smoke02 BuildUpSmoke ParticleSysBone = Smoke03 BuildUpSmoke End ConditionState = SNOW PARTIALLY_CONSTRUCTED Model = UBCmdHQ_A6S Animation = UBCmdHQ_A6S.UBCmdHQ_A6S AnimationMode = MANUAL Flags = START_FRAME_LAST TransitionKey = UP_SNOW ParticleSysBone = Dust01 BuildingSnowDust ParticleSysBone = Smoke01 BuildUpSnowSmoke ParticleSysBone = Smoke02 BuildUpSnowSmoke ParticleSysBone = Smoke03 BuildUpSnowSmoke End ConditionState = NIGHT PARTIALLY_CONSTRUCTED Model = UBCmdHQ_A6N Animation = UBCmdHQ_A6N.UBCmdHQ_A6N AnimationMode = MANUAL Flags = START_FRAME_LAST TransitionKey = UP_NIGHT ParticleSysBone = Dust01 BuildingDust ParticleSysBone = Smoke01 BuildUpSmoke ParticleSysBone = Smoke02 BuildUpSmoke ParticleSysBone = Smoke03 BuildUpSmoke End ConditionState = SNOW NIGHT PARTIALLY_CONSTRUCTED Model = UBCmdHQ_A6SN Animation = UBCmdHQ_A6SN.UBCmdHQ_A6SN AnimationMode = MANUAL Flags = START_FRAME_LAST TransitionKey = UP_SNOWNIGHT ParticleSysBone = Dust01 BuildingNightSnowDust ParticleSysBone = Smoke01 BuildUpNightSnowSmoke ParticleSysBone = Smoke02 BuildUpNightSnowSmoke ParticleSysBone = Smoke03 BuildUpNightSnowSmoke End TransitionState = DOWN_DEFAULT UP_DAY Model = UBCmdHQ_A6 Animation = UBCmdHQ_A6.UBCmdHQ_A6 AnimationMode = ONCE AnimationSpeedFactorRange = 1.0 1.0 Flags = START_FRAME_FIRST End TransitionState = DOWN_DEFAULT UP_NIGHT Model = UBCmdHQ_A6N Animation = UBCmdHQ_A6N.UBCmdHQ_A6N AnimationMode = ONCE AnimationSpeedFactorRange = 1.0 1.0 Flags = START_FRAME_FIRST End TransitionState = DOWN_DEFAULT UP_SNOW Model = UBCmdHQ_A6S Animation = UBCmdHQ_A6S.UBCmdHQ_A6S AnimationMode = ONCE AnimationSpeedFactorRange = 1.0 1.0 Flags = START_FRAME_FIRST End TransitionState = DOWN_DEFAULT UP_SNOWNIGHT Model = UBCmdHQ_A6SN Animation = UBCmdHQ_A6SN.UBCmdHQ_A6SN AnimationMode = ONCE AnimationSpeedFactorRange = 1.0 1.0 Flags = START_FRAME_FIRST End TransitionState = UP_DAY DOWN_DEFAULT Model = UBCmdHQ_A6 Animation = UBCmdHQ_A6.UBCmdHQ_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 = UBCmdHQ_A6N Animation = UBCmdHQ_A6N.UBCmdHQ_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 = UBCmdHQ_A6S Animation = UBCmdHQ_A6S.UBCmdHQ_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 = UBCmdHQ_A6SN Animation = UBCmdHQ_A6SN.UBCmdHQ_A6SN AnimationMode = ONCE_BACKWARDS AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly Flags = START_FRAME_LAST End End ; Officers club flag Draw = W3DModelDraw ModuleTag_OfficersClub OkToChangeModelColor = No ConditionState = NONE Model = None End AliasConditionState = DAMAGED AliasConditionState = REALLYDAMAGED AliasConditionState = RUBBLE AliasConditionState = REALLYDAMAGED RUBBLE ConditionState = PREORDER Model = OCFlagGLA Animation = OCFlagGLA.OCFlagGLA AnimationMode = LOOP Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT End ; ConditionState = PREORDER DAMAGED ; Model = OCFlagGLA_D ; Animation = OCFlagGLA_D.OCFlagGLA_D ; AnimationMode = LOOP ; Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT ; End ; ConditionState = PREORDER REALLYDAMAGED RUBBLE ; Model = OCFlagGLA_E ; Animation = OCFlagGLA_E.OCFlagGLA_E ; AnimationMode = LOOP ; Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT ; End End ; ***DESIGN parameters *** DisplayName = OBJECT:CommandCenter Side = GLA EditorSorting = STRUCTURE BuildCost = 2000 BuildTime = 45.0 ; in seconds EnergyProduction = 0 ;Command center should be free CommandSet = GLACommandCenterCommandSet VisionRange = 300.0 ; Shroud clearing distance ShroudClearingRange = 300 ArmorSet Conditions = None Armor = StructureArmorTough DamageFX = StructureDamageFXNoShake End ArmorSet Conditions = PLAYER_UPGRADE Armor = GLAUpgradedStructureArmorTough DamageFX = StructureDamageFXNoShake End ExperienceValue = 200 200 200 200 ; Experience point value at each level ; *** AUDIO Parameters *** VoiceSelect = CommandCenterGLASelect SoundOnDamaged = BuildingDamagedStateLight SoundOnReallyDamaged = BuildingDestroy UnitSpecificSounds UnderConstruction = UnderConstructionLoop End ; *** ENGINEERING Parameters *** RadarPriority = STRUCTURE KindOf = PRELOAD STRUCTURE SELECTABLE IMMOBILE COMMANDCENTER CAPTURABLE FS_FACTORY AUTO_RALLYPOINT MP_COUNT_FOR_VICTORY SCORE_CREATE Body = StructureBody ModuleTag_04 MaxHealth = 5000.0 InitialHealth = 5000.0 ; 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 = 5200 SubdualDamageHealRate = 500 SubdualDamageHealAmount = 100 End Behavior = ArmorUpgrade ModuleTag_Armor01 TriggeredBy = Upgrade_GLAFortifiedStructure End Behavior = ModelConditionUpgrade ModuleTag_Armor01Visual ConditionFlag = GARRISONED TriggeredBy = Upgrade_GLAFortifiedStructure End Behavior = PreorderCreate ModuleTag_PreorderCreate End Behavior = ProductionUpdate ModuleTag_05 ; nothing End Behavior = DefaultProductionExitUpdate ModuleTag_06 UnitCreatePoint = X: 25.0 Y: 0.0 Z:0.0 NaturalRallyPoint = X: 65.0 Y: 0.0 Z:0.0;NaturalRallyPointX must always match GeometryMajorRadius! -ML End Behavior = RebuildHoleExposeDie ModuleTag_07 HoleName = GLAHoleCommandCenter HoleMaxHealth = 500.0 End Behavior = DestroyDie ModuleTag_08 ;nothing End Behavior = CreateObjectDie ModuleTag_09 CreationList = OCL_LargeStructureDebris End Behavior = FXListDie ModuleTag_10 DeathFX = FX_StructureMediumDeath End Behavior = OCLSpecialPower ModuleTag_11 SpecialPowerTemplate = SuperweaponRebelAmbush UpgradeOCL = SCIENCE_RebelAmbush3 SUPERWEAPON_RebelAmbush3 UpgradeOCL = SCIENCE_RebelAmbush2 SUPERWEAPON_RebelAmbush2 OCL = SUPERWEAPON_RebelAmbush1 CreateLocation = CREATE_AT_LOCATION OCLAdjustPositionToPassable = Yes ;Like RA2, shift target to passable cell so we don't land in water and on cliffs. End Behavior = OCLSpecialPower ModuleTag_12 SpecialPowerTemplate = SuperweaponBlackMarketNuke OCL = SUPERWEAPON_BlackMarketNuke CreateLocation = CREATE_AT_EDGE_NEAR_SOURCE End Behavior = OCLSpecialPower ModuleTag_13 SpecialPowerTemplate = SuperweaponAnthraxBomb OCL = SUPERWEAPON_AnthraxBomb CreateLocation = CREATE_AT_EDGE_NEAR_SOURCE End Behavior = OCLSpecialPower ModuleTag_14 SpecialPowerTemplate = SuperweaponEmergencyRepair UpgradeOCL = SCIENCE_EmergencyRepair3 SUPERWEAPON_RepairVehicles3 UpgradeOCL = SCIENCE_EmergencyRepair2 SUPERWEAPON_RepairVehicles2 OCL = SUPERWEAPON_RepairVehicles1 CreateLocation = CREATE_AT_LOCATION End Behavior = OCLSpecialPower ModuleTag_21 SpecialPowerTemplate = SuperweaponSneakAttack OCL = OCL_CreateSneakAttackTunnelStart ReferenceObject = GLASneakAttackTunnelNetwork CreateLocation = CREATE_AT_LOCATION End Behavior = OCLSpecialPower ModuleTag_22 SpecialPowerTemplate = SuperweaponGPSScrambler OCL = SUPERWEAPON_GPSScrambler CreateLocation = CREATE_AT_LOCATION End Behavior = CashBountyPower ModuleTag_15 SpecialPowerTemplate = SpecialAbilityCashBounty1 Bounty = 5% End Behavior = CashBountyPower ModuleTag_16 SpecialPowerTemplate = SpecialAbilityCashBounty2 Bounty = 10% End Behavior = CashBountyPower ModuleTag_17 SpecialPowerTemplate = SpecialAbilityCashBounty3 Bounty = 20% End Behavior = FlammableUpdate ModuleTag_19 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_20 ;-------------DESIGNED FOR MEDIUM SIZED FACTION BUILDING TRANSITIONS------------------- DamagedParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionMediumSmoke ;--------------------------------------------------------------------------------------- ReallyDamagedParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionMediumSmoke ReallyDamagedParticleSystem2 = Bone:None RandomBone:No PSys:StructureTransitionMediumExplosion ReallyDamagedParticleSystem3 = Bone:None RandomBone:No PSys:StructureTransitionMediumShockwave End Geometry = BOX GeometryMajorRadius = 65.0 GeometryMinorRadius = 65.0 GeometryHeight = 54.0 FactoryExitWidth = 25 GeometryIsSmall = No Shadow = SHADOW_VOLUME BuildCompletion = PLACED_BY_PLAYER End ;------------------------------------------------------------------------------ ObjectReskin GLAHoleCommandCenter GLAHole Draw = W3DModelDraw ModuleTag_01 OkToChangeModelColor = Yes ConditionState = NONE Model = UBHole End ConditionState = DAMAGED Model = UBHole_D ParticleSysBone = Smoke01 SteamVent End ConditionState = REALLYDAMAGED RUBBLE Model = UBHole_E ParticleSysBone = Smoke01 SteamVent ParticleSysBone = Smoke02 SteamVent ParticleSysBone = Fire01 GLAPowerPlantFlame ParticleSysBone = Fire02 GLAPowerPlantFlame ParticleSysBone = Fire03 GLAPowerPlantFlame End End Draw = W3DModelDraw ModuleTag_02 OkToChangeModelColor = Yes ConditionState = NONE Model = UBCmdHQ_R ParticleSysBone = Smoke01 SmolderingSmoke ParticleSysBone = Smoke02 SmolderingSmoke ParticleSysBone = Smoke03 SmolderingSmoke ParticleSysBone = Smoke04 SmolderingSmoke End ConditionState = DAMAGED REALLYDAMAGED RUBBLE Model = UBCmdHQ_R ParticleSysBone = Smoke01 SmolderingSmoke ParticleSysBone = Smoke02 SmolderingSmoke ParticleSysBone = Smoke03 SmolderingSmoke ParticleSysBone = Smoke04 SmolderingSmoke End End End ;------------------------------------------------------------------------------ ;Fake GLA Command Center Object FakeGLACommandCenter ; *** ART Parameters *** SelectPortrait = SUHeadquarters_L ButtonImage = SUHeadquarters UpgradeCameo1 = Upgrade_GLAFortifiedStructure ; ----- The actual command center Draw = W3DModelDraw ModuleTag_01 OkToChangeModelColor = Yes ; day ConditionState = NONE Model = UBCmdHQ ParticleSysBone = Smoke01 SteamVent ParticleSysBone = Fire01 SmolderingFire ParticleSysBone = Fire01 SmolderingSmoke Animation = UBCmdHQ.UBCmdHQ AnimationMode = LOOP End ConditionState = DAMAGED Model = UBCmdHQ_D Animation = UBCmdHQ_D.UBCmdHQ_D AnimationMode = LOOP End ConditionState = REALLYDAMAGED RUBBLE Model = UBCmdHQ_E Animation = UBCmdHQ_E.UBCmdHQ_E AnimationMode = LOOP End ConditionState = GARRISONED Model = UBCmdHQEG ParticleSysBone = Smoke01 SmolderingSmoke Animation = UBCmdHQEG.UBCmdHQEG AnimationMode = LOOP End ConditionState = DAMAGED GARRISONED Model = UBCmdHQEG_D ParticleSysBone = Smoke01 SmolderingSmoke Animation = UBCmdHQEG_D.UBCmdHQEG_D AnimationMode = LOOP End ConditionState = REALLYDAMAGED GARRISONED Model = UBCmdHQEG_E ParticleSysBone = Smoke01 SmolderingSmoke Animation = UBCmdHQEG_E.UBCmdHQEG_E AnimationMode = LOOP End ; night ConditionState = NIGHT Model = UBCmdHQ_N ParticleSysBone = Smoke01 SteamVent ParticleSysBone = Fire01 SmolderingFire ParticleSysBone = Fire01 SmolderingSmoke Animation = UBCmdHQ_N.UBCmdHQ_N AnimationMode = LOOP End ConditionState = DAMAGED NIGHT Model = UBCmdHQ_DN Animation = UBCmdHQ_DN.UBCmdHQ_DN AnimationMode = LOOP End ConditionState = REALLYDAMAGED RUBBLE NIGHT Model = UBCmdHQ_EN Animation = UBCmdHQ_EN.UBCmdHQ_EN AnimationMode = LOOP End ConditionState = GARRISONED NIGHT Model = UBCmdHQEG_N ParticleSysBone = Smoke01 SmolderingSmoke Animation = UBCmdHQEG_N.UBCmdHQEG_N AnimationMode = LOOP End ConditionState = DAMAGED GARRISONED NIGHT Model = UBCmdHQEG_DN ParticleSysBone = Smoke01 SmolderingSmoke Animation = UBCmdHQEG_DN.UBCmdHQEG_DN AnimationMode = LOOP End ConditionState = REALLYDAMAGED GARRISONED NIGHT Model = UBCmdHQEG_EN ParticleSysBone = Smoke01 SmolderingSmoke Animation = UBCmdHQEG_EN.UBCmdHQEG_EN AnimationMode = LOOP End ; day snow ConditionState = SNOW Model = UBCmdHQ_S ParticleSysBone = Smoke01 SteamVent ParticleSysBone = Fire01 SmolderingFire ParticleSysBone = Fire01 SmolderingSmoke Animation = UBCmdHQ_S.UBCmdHQ_S AnimationMode = LOOP End ConditionState = DAMAGED SNOW Model = UBCmdHQ_DS Animation = UBCmdHQ_DS.UBCmdHQ_DS AnimationMode = LOOP End ConditionState = REALLYDAMAGED RUBBLE SNOW Model = UBCmdHQ_ES Animation = UBCmdHQ_ES.UBCmdHQ_ES AnimationMode = LOOP End ConditionState = GARRISONED SNOW Model = UBCmdHQEG_S ParticleSysBone = Smoke01 SmolderingSmoke Animation = UBCmdHQEG_S.UBCmdHQEG_S AnimationMode = LOOP End ConditionState = DAMAGED GARRISONED SNOW Model = UBCmdHQEG_DS ParticleSysBone = Smoke01 SmolderingSmoke Animation = UBCmdHQEG_DS.UBCmdHQEG_DS AnimationMode = LOOP End ConditionState = REALLYDAMAGED GARRISONED SNOW Model = UBCmdHQEG_ES ParticleSysBone = Smoke01 SmolderingSmoke Animation = UBCmdHQEG_ES.UBCmdHQEG_ES AnimationMode = LOOP End ; night snow ConditionState = NIGHT SNOW Model = UBCmdHQ_NS ParticleSysBone = Smoke01 SteamVent ParticleSysBone = Fire01 SmolderingFire ParticleSysBone = Fire01 SmolderingSmoke Animation = UBCmdHQ_NS.UBCmdHQ_NS AnimationMode = LOOP End ConditionState = DAMAGED NIGHT SNOW Model = UBCmdHQ_DNS Animation = UBCmdHQ_DNS.UBCmdHQ_DNS AnimationMode = LOOP End ConditionState = REALLYDAMAGED RUBBLE NIGHT SNOW Model = UBCmdHQ_ENS Animation = UBCmdHQ_ENS.UBCmdHQ_ENS AnimationMode = LOOP End ConditionState = GARRISONED NIGHT SNOW Model = UBCmdHQEG_NS ParticleSysBone = Smoke01 SmolderingSmoke Animation = UBCmdHQEG_NS.UBCmdHQEG_NS AnimationMode = LOOP End ConditionState = DAMAGED GARRISONED NIGHT SNOW Model = UBCmdHQEG_DNS ParticleSysBone = Smoke01 SmolderingSmoke Animation = UBCmdHQEG_DNS.UBCmdHQEG_DNS AnimationMode = LOOP End ConditionState = REALLYDAMAGED GARRISONED NIGHT SNOW Model = UBCmdHQEG_ENS ParticleSysBone = Smoke01 SmolderingSmoke Animation = UBCmdHQEG_ENS.UBCmdHQEG_ENS AnimationMode = LOOP End ;************************************************************************************************************************** ;This block handles every possible case with construction process, selling process, awaiting construction, and sold states ;for this draw module ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED Model = UBCmdHQ Animation = UBCmdHQ.UBCmdHQ AnimationMode = LOOP Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT End ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED DAMAGED Model = UBCmdHQ_D Animation = UBCmdHQ_D.UBCmdHQ_D AnimationMode = LOOP Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT End ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED REALLYDAMAGED Model = UBCmdHQ_E Animation = UBCmdHQ_E.UBCmdHQ_E AnimationMode = LOOP Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT End ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT Model = UBCmdHQ_N Animation = UBCmdHQ_N.UBCmdHQ_N AnimationMode = LOOP Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT End ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT DAMAGED Model = UBCmdHQ_DN Animation = UBCmdHQ_DN.UBCmdHQ_DN AnimationMode = LOOP Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT End ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT REALLYDAMAGED Model = UBCmdHQ_EN Animation = UBCmdHQ_EN.UBCmdHQ_EN AnimationMode = LOOP Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT End ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED SNOW Model = UBCmdHQ_S Animation = UBCmdHQ_S.UBCmdHQ_S AnimationMode = LOOP Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT End ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED SNOW DAMAGED Model = UBCmdHQ_DS Animation = UBCmdHQ_DS.UBCmdHQ_DS AnimationMode = LOOP Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT End ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED SNOW REALLYDAMAGED Model = UBCmdHQ_ES Animation = UBCmdHQ_ES.UBCmdHQ_ES AnimationMode = LOOP Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT End ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT SNOW Model = UBCmdHQ_NS Animation = UBCmdHQ_NS.UBCmdHQ_NS AnimationMode = LOOP Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT End ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT SNOW DAMAGED Model = UBCmdHQ_DNS Animation = UBCmdHQ_DNS.UBCmdHQ_DNS AnimationMode = LOOP Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT End ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT SNOW REALLYDAMAGED Model = UBCmdHQ_ENS Animation = UBCmdHQ_ENS.UBCmdHQ_ENS AnimationMode = LOOP Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT End ConditionState = AWAITING_CONSTRUCTION Model = NONE End AliasConditionState = AWAITING_CONSTRUCTION DAMAGED AliasConditionState = AWAITING_CONSTRUCTION REALLYDAMAGED AliasConditionState = AWAITING_CONSTRUCTION NIGHT AliasConditionState = AWAITING_CONSTRUCTION NIGHT DAMAGED AliasConditionState = AWAITING_CONSTRUCTION NIGHT REALLYDAMAGED AliasConditionState = AWAITING_CONSTRUCTION SNOW AliasConditionState = AWAITING_CONSTRUCTION SNOW DAMAGED AliasConditionState = AWAITING_CONSTRUCTION SNOW REALLYDAMAGED AliasConditionState = AWAITING_CONSTRUCTION NIGHT SNOW AliasConditionState = AWAITING_CONSTRUCTION NIGHT SNOW DAMAGED AliasConditionState = AWAITING_CONSTRUCTION NIGHT SNOW REALLYDAMAGED AliasConditionState = SOLD AliasConditionState = SOLD DAMAGED AliasConditionState = SOLD REALLYDAMAGED AliasConditionState = SOLD NIGHT AliasConditionState = SOLD NIGHT DAMAGED AliasConditionState = SOLD NIGHT REALLYDAMAGED AliasConditionState = SOLD SNOW AliasConditionState = SOLD SNOW DAMAGED AliasConditionState = SOLD SNOW REALLYDAMAGED AliasConditionState = SOLD NIGHT SNOW AliasConditionState = SOLD NIGHT SNOW DAMAGED AliasConditionState = SOLD NIGHT SNOW REALLYDAMAGED AliasConditionState = GARRISONED SOLD AliasConditionState = GARRISONED SOLD DAMAGED AliasConditionState = GARRISONED SOLD REALLYDAMAGED AliasConditionState = GARRISONED SOLD NIGHT AliasConditionState = GARRISONED SOLD NIGHT DAMAGED AliasConditionState = GARRISONED SOLD NIGHT REALLYDAMAGED AliasConditionState = GARRISONED SOLD SNOW AliasConditionState = GARRISONED SOLD SNOW DAMAGED AliasConditionState = GARRISONED SOLD SNOW REALLYDAMAGED AliasConditionState = GARRISONED SOLD NIGHT SNOW AliasConditionState = GARRISONED SOLD NIGHT SNOW DAMAGED AliasConditionState = GARRISONED SOLD NIGHT SNOW REALLYDAMAGED ;************************************************************************************************************************** End PlacementViewAngle = -135 ; ------------ construction done flashing lights ---------- ; Draw = W3DModelDraw ; DefaultConditionState ; Model = None ; End ; ConditionState = SOLD ; Model = NONE ; End ; ConditionState = CONSTRUCTION_COMPLETE ; Model = ABWarFact_A2 ; Animation = ABWarFact_A2.ABWarFact_A2 ; AnimationMode = LOOP ; Flags = START_FRAME_FIRST ; 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 = UBCmdHQ_A4 Animation = UBCmdHQ_A4.UBCmdHQ_A4 AnimationMode = MANUAL Flags = START_FRAME_LAST TransitionKey = UP_DAY End ConditionState = NIGHT AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED Model = UBCmdHQ_A4N Animation = UBCmdHQ_A4N.UBCmdHQ_A4N AnimationMode = MANUAL Flags = START_FRAME_LAST TransitionKey = UP_NIGHT End ConditionState = SNOW AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED Model = UBCmdHQ_A4S Animation = UBCmdHQ_A4S.UBCmdHQ_A4S AnimationMode = MANUAL Flags = START_FRAME_LAST TransitionKey = UP_SNOW End ConditionState = SNOW NIGHT AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED Model = UBCmdHQ_A4SN Animation = UBCmdHQ_A4SN.UBCmdHQ_A4SN AnimationMode = MANUAL Flags = START_FRAME_LAST TransitionKey = UP_SNOWNIGHT End TransitionState = DOWN_DEFAULT UP_DAY Model = UBCmdHQ_A4 Animation = UBCmdHQ_A4.UBCmdHQ_A4 AnimationMode = ONCE AnimationSpeedFactorRange = 1.0 1.0 Flags = START_FRAME_FIRST End TransitionState = DOWN_DEFAULT UP_NIGHT Model = UBCmdHQ_A4N Animation = UBCmdHQ_A4N.UBCmdHQ_A4N AnimationMode = ONCE AnimationSpeedFactorRange = 1.0 1.0 Flags = START_FRAME_FIRST End TransitionState = DOWN_DEFAULT UP_SNOW Model = UBCmdHQ_A4S Animation = UBCmdHQ_A4S.UBCmdHQ_A4S AnimationMode = ONCE AnimationSpeedFactorRange = 1.0 1.0 Flags = START_FRAME_FIRST End TransitionState = DOWN_DEFAULT UP_SNOWNIGHT Model = UBCmdHQ_A4SN Animation = UBCmdHQ_A4SN.UBCmdHQ_A4SN AnimationMode = ONCE AnimationSpeedFactorRange = 1.0 1.0 Flags = START_FRAME_FIRST End TransitionState = UP_DAY DOWN_DEFAULT Model = UBCmdHQ_A4 Animation = UBCmdHQ_A4.UBCmdHQ_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 = UBCmdHQ_A4N Animation = UBCmdHQ_A4N.UBCmdHQ_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 = UBCmdHQ_A4S Animation = UBCmdHQ_A4S.UBCmdHQ_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 = UBCmdHQ_A4SN Animation = UBCmdHQ_A4SN.UBCmdHQ_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 = UBCmdHQ_A6 Animation = UBCmdHQ_A6.UBCmdHQ_A6 AnimationMode = MANUAL Flags = START_FRAME_LAST TransitionKey = UP_DAY ParticleSysBone = Dust01 BuildingDust ParticleSysBone = Smoke01 BuildUpSmoke ParticleSysBone = Smoke02 BuildUpSmoke ParticleSysBone = Smoke03 BuildUpSmoke End ConditionState = SNOW PARTIALLY_CONSTRUCTED Model = UBCmdHQ_A6S Animation = UBCmdHQ_A6S.UBCmdHQ_A6S AnimationMode = MANUAL Flags = START_FRAME_LAST TransitionKey = UP_SNOW ParticleSysBone = Dust01 BuildingSnowDust ParticleSysBone = Smoke01 BuildUpSnowSmoke ParticleSysBone = Smoke02 BuildUpSnowSmoke ParticleSysBone = Smoke03 BuildUpSnowSmoke End ConditionState = NIGHT PARTIALLY_CONSTRUCTED Model = UBCmdHQ_A6N Animation = UBCmdHQ_A6N.UBCmdHQ_A6N AnimationMode = MANUAL Flags = START_FRAME_LAST TransitionKey = UP_NIGHT ParticleSysBone = Dust01 BuildingDust ParticleSysBone = Smoke01 BuildUpSmoke ParticleSysBone = Smoke02 BuildUpSmoke ParticleSysBone = Smoke03 BuildUpSmoke End ConditionState = SNOW NIGHT PARTIALLY_CONSTRUCTED Model = UBCmdHQ_A6SN Animation = UBCmdHQ_A6SN.UBCmdHQ_A6SN AnimationMode = MANUAL Flags = START_FRAME_LAST TransitionKey = UP_SNOWNIGHT ParticleSysBone = Dust01 BuildingNightSnowDust ParticleSysBone = Smoke01 BuildUpNightSnowSmoke ParticleSysBone = Smoke02 BuildUpNightSnowSmoke ParticleSysBone = Smoke03 BuildUpNightSnowSmoke End TransitionState = DOWN_DEFAULT UP_DAY Model = UBCmdHQ_A6 Animation = UBCmdHQ_A6.UBCmdHQ_A6 AnimationMode = ONCE AnimationSpeedFactorRange = 1.0 1.0 Flags = START_FRAME_FIRST End TransitionState = DOWN_DEFAULT UP_NIGHT Model = UBCmdHQ_A6N Animation = UBCmdHQ_A6N.UBCmdHQ_A6N AnimationMode = ONCE AnimationSpeedFactorRange = 1.0 1.0 Flags = START_FRAME_FIRST End TransitionState = DOWN_DEFAULT UP_SNOW Model = UBCmdHQ_A6S Animation = UBCmdHQ_A6S.UBCmdHQ_A6S AnimationMode = ONCE AnimationSpeedFactorRange = 1.0 1.0 Flags = START_FRAME_FIRST End TransitionState = DOWN_DEFAULT UP_SNOWNIGHT Model = UBCmdHQ_A6SN Animation = UBCmdHQ_A6SN.UBCmdHQ_A6SN AnimationMode = ONCE AnimationSpeedFactorRange = 1.0 1.0 Flags = START_FRAME_FIRST End TransitionState = UP_DAY DOWN_DEFAULT Model = UBCmdHQ_A6 Animation = UBCmdHQ_A6.UBCmdHQ_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 = UBCmdHQ_A6N Animation = UBCmdHQ_A6N.UBCmdHQ_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 = UBCmdHQ_A6S Animation = UBCmdHQ_A6S.UBCmdHQ_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 = UBCmdHQ_A6SN Animation = UBCmdHQ_A6SN.UBCmdHQ_A6SN AnimationMode = ONCE_BACKWARDS AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly Flags = START_FRAME_LAST End End ; Officers club flag Draw = W3DModelDraw ModuleTag_OfficersClub OkToChangeModelColor = No ConditionState = NONE Model = None End AliasConditionState = DAMAGED AliasConditionState = REALLYDAMAGED AliasConditionState = RUBBLE AliasConditionState = REALLYDAMAGED RUBBLE ConditionState = PREORDER Model = OCFlagGLA Animation = OCFlagGLA.OCFlagGLA AnimationMode = LOOP Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT End ; ConditionState = PREORDER DAMAGED ; Model = OCFlagGLA_D ; Animation = OCFlagGLA_D.OCFlagGLA_D ; AnimationMode = LOOP ; Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT ; End ; ConditionState = PREORDER REALLYDAMAGED RUBBLE ; Model = OCFlagGLA_E ; Animation = OCFlagGLA_E.OCFlagGLA_E ; AnimationMode = LOOP ; Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT ; End End ; ***DESIGN parameters *** DisplayName = OBJECT:CommandCenter Side = GLA EditorSorting = STRUCTURE Prerequisites Object = GLACommandCenter End BuildCost = 500 BuildTime = 30.0 ; in seconds EnergyProduction = 0 ;Command center should be free CommandSet = FakeGLACommandCenterCommandSet VisionRange = 300.0 ; Shroud clearing distance ShroudClearingRange = 300 WeaponSet Conditions = None Weapon = PRIMARY SuicideWeapon AutoChooseSources = PRIMARY None End ArmorSet Conditions = None Armor = StructureArmorTough DamageFX = StructureDamageFXNoShake End ExperienceValue = 50 50 50 50 ; Experience point value at each level ; *** AUDIO Parameters *** VoiceSelect = FakeBuildingSelect SoundOnDamaged = BuildingDamagedStateLight SoundOnReallyDamaged = BuildingDestroy UnitSpecificSounds UnderConstruction = UnderConstructionLoop End ; *** ENGINEERING Parameters *** RadarPriority = STRUCTURE KindOf = PRELOAD STRUCTURE SELECTABLE IMMOBILE CAPTURABLE MP_COUNT_FOR_VICTORY SCORE_CREATE CAN_ATTACK FS_FAKE Body = StructureBody ModuleTag_04 MaxHealth = 1250.0 InitialHealth = 1250.0 ; 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 = 1450 SubdualDamageHealRate = 500 SubdualDamageHealAmount = 100 End Behavior = PreorderCreate ModuleTag_PreorderCreate End Behavior = ProductionUpdate ModuleTag_05 ; nothing End Behavior = AIUpdateInterface ModuleTag_06 AutoAcquireEnemiesWhenIdle = No End Behavior = CreateObjectDie ModuleTag_09 CreationList = OCL_LargeStructureDebris End Behavior = FXListDie ModuleTag_10 DeathFX = FX_StructureMediumDeath End Behavior = SlowDeathBehavior ModuleTag_11 ExemptStatus = UNDER_CONSTRUCTION DestructionDelay = 0 Weapon = FINAL FakeStructureDetonationWeapon End Behavior = DestroyDie ModuleTag_SlowDeathException RequiredStatus = UNDER_CONSTRUCTION End Behavior = ReplaceObjectUpgrade ModuleTag_12 ReplaceObject = GLACommandCenter TriggeredBy = Upgrade_BecomeRealGLACommandCenter End Behavior = ModelConditionUpgrade ModuleTag_Armor01Visual ConditionFlag = GARRISONED TriggeredBy = Upgrade_GLAFortifiedStructure End Behavior = FlammableUpdate ModuleTag_13 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 MEDIUM SIZED FACTION BUILDING TRANSITIONS------------------- DamagedParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionMediumSmoke ;--------------------------------------------------------------------------------------- ReallyDamagedParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionMediumSmoke ReallyDamagedParticleSystem2 = Bone:None RandomBone:No PSys:StructureTransitionMediumExplosion ReallyDamagedParticleSystem3 = Bone:None RandomBone:No PSys:StructureTransitionMediumShockwave End Geometry = BOX GeometryMajorRadius = 65.0 GeometryMinorRadius = 65.0 GeometryHeight = 54.0 FactoryExitWidth = 25 GeometryIsSmall = No Shadow = SHADOW_VOLUME ShadowTexture = fake_supply; this is not really a shadow, it's used for decal to indicate fake structure. ShadowSizeX = 165 ShadowSizeY = 145 BuildCompletion = PLACED_BY_PLAYER End ;------------------------------------------------------------------------------ Object ChinaCommandCenter ; *** ART Parameters *** ; ------------ the main building itself ----------------- SelectPortrait = SNComCentr_L ButtonImage = SNComCentr Draw = W3DModelDraw ModuleTag_01 OkToChangeModelColor = Yes ; DAY ************************************ DefaultConditionState Model = NBConYard Animation = NBConYard.NBConYard AnimationMode = LOOP End ConditionState = DAMAGED Model = NBConYard_D Animation = NBConYard_D.NBConYard_D AnimationMode = LOOP ParticleSysBone = Fire01 SmolderingFire ParticleSysBone = Fire02 SmolderingFire ParticleSysBone = Fire03 SmolderingFire ParticleSysBone = Smoke01 SmolderingSmoke ParticleSysBone = Smoke02 SmolderingSmoke ParticleSysBone = Smoke03 SmolderingSmoke End ConditionState = REALLYDAMAGED RUBBLE Model = NBConYard_E Animation = NBConYard_E.NBConYard_E AnimationMode = LOOP ParticleSysBone = Fire01 SmolderingFire ParticleSysBone = Fire02 SmolderingFire ParticleSysBone = Fire03 SmolderingFire ParticleSysBone = Fire04 SmolderingFire ParticleSysBone = Fire05 SmolderingFire ParticleSysBone = Fire06 SmolderingFire ParticleSysBone = Fire07 SmolderingFire ParticleSysBone = Smoke01 SmolderingSmoke ParticleSysBone = Smoke02 SmolderingSmoke ParticleSysBone = Smoke03 SmolderingSmoke End ;NIGHT *********************************** ConditionState = NIGHT Model = NBConYard_N Animation = NBConYard_N.NBConYard_N AnimationMode = LOOP End ConditionState = DAMAGED NIGHT Model = NBConYard_DN Animation = NBConYard_DN.NBConYard_DN AnimationMode = LOOP ParticleSysBone = Fire01 SmolderingFire ParticleSysBone = Fire02 SmolderingFire ParticleSysBone = Fire03 SmolderingFire ParticleSysBone = Smoke01 SmolderingSmoke ParticleSysBone = Smoke02 SmolderingSmoke ParticleSysBone = Smoke03 SmolderingSmoke End ConditionState = REALLYDAMAGED RUBBLE NIGHT Model = NBConYard_EN Animation = NBConYard_EN.NBConYard_EN AnimationMode = LOOP ParticleSysBone = Fire01 SmolderingFire ParticleSysBone = Fire02 SmolderingFire ParticleSysBone = Fire03 SmolderingFire ParticleSysBone = Fire04 SmolderingFire ParticleSysBone = Fire05 SmolderingFire ParticleSysBone = Fire06 SmolderingFire ParticleSysBone = Fire07 SmolderingFire ParticleSysBone = Smoke01 SmolderingSmoke ParticleSysBone = Smoke02 SmolderingSmoke ParticleSysBone = Smoke03 SmolderingSmoke End ;SNOW ************************************* ConditionState = SNOW Model = NBConYard_S Animation = NBConYard_S.NBConYard_S AnimationMode = LOOP End ConditionState = DAMAGED SNOW Model = NBConYard_DS Animation = NBConYard_DS.NBConYard_DS AnimationMode = LOOP ParticleSysBone = Fire01 SmolderingFire ParticleSysBone = Fire02 SmolderingFire ParticleSysBone = Fire03 SmolderingFire ParticleSysBone = Smoke01 SmolderingSmoke ParticleSysBone = Smoke02 SmolderingSmoke ParticleSysBone = Smoke03 SmolderingSmoke End ConditionState = REALLYDAMAGED RUBBLE SNOW Model = NBConYard_ES Animation = NBConYard_ES.NBConYard_ES AnimationMode = LOOP ParticleSysBone = Fire01 SmolderingFire ParticleSysBone = Fire02 SmolderingFire ParticleSysBone = Fire03 SmolderingFire ParticleSysBone = Fire04 SmolderingFire ParticleSysBone = Fire05 SmolderingFire ParticleSysBone = Fire06 SmolderingFire ParticleSysBone = Fire07 SmolderingFire ParticleSysBone = Smoke01 SmolderingSmoke ParticleSysBone = Smoke02 SmolderingSmoke ParticleSysBone = Smoke03 SmolderingSmoke End ;NIGHT SNOW ***************************** ConditionState = NIGHT SNOW Model = NBConYard_NS Animation = NBConYard_NS.NBConYard_NS AnimationMode = LOOP End ConditionState = DAMAGED NIGHT SNOW Model = NBConYard_DNS Animation = NBConYard_DNS.NBConYard_DNS AnimationMode = LOOP ParticleSysBone = Fire01 SmolderingFire ParticleSysBone = Fire02 SmolderingFire ParticleSysBone = Fire03 SmolderingFire ParticleSysBone = Smoke01 SmolderingSmoke ParticleSysBone = Smoke02 SmolderingSmoke ParticleSysBone = Smoke03 SmolderingSmoke End ConditionState = REALLYDAMAGED RUBBLE NIGHT SNOW Model = NBConYard_ENS Animation = NBConYard_ENS.NBConYard_ENS AnimationMode = LOOP ParticleSysBone = Fire01 SmolderingFire ParticleSysBone = Fire02 SmolderingFire ParticleSysBone = Fire03 SmolderingFire ParticleSysBone = Fire04 SmolderingFire ParticleSysBone = Fire05 SmolderingFire ParticleSysBone = Fire06 SmolderingFire ParticleSysBone = Fire07 SmolderingFire ParticleSysBone = Smoke01 SmolderingSmoke ParticleSysBone = Smoke02 SmolderingSmoke ParticleSysBone = Smoke03 SmolderingSmoke 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 = NBConYard Animation = NBConYard.NBConYard AnimationMode = LOOP Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT End ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED DAMAGED Model = NBConYard_D Animation = NBConYard_D.NBConYard_D AnimationMode = LOOP Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT End ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED REALLYDAMAGED Model = NBConYard_E Animation = NBConYard_E.NBConYard_E AnimationMode = LOOP Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT End ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT Model = NBConYard_N Animation = NBConYard_N.NBConYard_N AnimationMode = LOOP Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT End ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT DAMAGED Model = NBConYard_DN Animation = NBConYard_DN.NBConYard_DN AnimationMode = LOOP Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT End ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT REALLYDAMAGED Model = NBConYard_EN Animation = NBConYard_EN.NBConYard_EN AnimationMode = LOOP Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT End ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED SNOW Model = NBConYard_S Animation = NBConYard_S.NBConYard_S AnimationMode = LOOP Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT End ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED SNOW DAMAGED Model = NBConYard_DS Animation = NBConYard_DS.NBConYard_DS AnimationMode = LOOP Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT End ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED SNOW REALLYDAMAGED Model = NBConYard_ES Animation = NBConYard_ES.NBConYard_ES AnimationMode = LOOP Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT End ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT SNOW Model = NBConYard_NS Animation = NBConYard_NS.NBConYard_NS AnimationMode = LOOP Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT End ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT SNOW DAMAGED Model = NBConYard_DNS Animation = NBConYard_DNS.NBConYard_DNS AnimationMode = LOOP Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT End ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT SNOW REALLYDAMAGED Model = NBConYard_ENS Animation = NBConYard_ENS.NBConYard_ENS AnimationMode = LOOP Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT End ConditionState = AWAITING_CONSTRUCTION Model = NONE End AliasConditionState = AWAITING_CONSTRUCTION DAMAGED AliasConditionState = AWAITING_CONSTRUCTION REALLYDAMAGED AliasConditionState = AWAITING_CONSTRUCTION NIGHT AliasConditionState = AWAITING_CONSTRUCTION NIGHT DAMAGED AliasConditionState = AWAITING_CONSTRUCTION NIGHT REALLYDAMAGED AliasConditionState = AWAITING_CONSTRUCTION SNOW AliasConditionState = AWAITING_CONSTRUCTION SNOW DAMAGED AliasConditionState = AWAITING_CONSTRUCTION SNOW REALLYDAMAGED AliasConditionState = AWAITING_CONSTRUCTION NIGHT SNOW AliasConditionState = AWAITING_CONSTRUCTION NIGHT SNOW DAMAGED AliasConditionState = AWAITING_CONSTRUCTION NIGHT SNOW REALLYDAMAGED AliasConditionState = SOLD AliasConditionState = SOLD DAMAGED AliasConditionState = SOLD REALLYDAMAGED AliasConditionState = SOLD NIGHT AliasConditionState = SOLD NIGHT DAMAGED AliasConditionState = SOLD NIGHT REALLYDAMAGED AliasConditionState = SOLD SNOW AliasConditionState = SOLD SNOW DAMAGED AliasConditionState = SOLD SNOW REALLYDAMAGED AliasConditionState = SOLD NIGHT SNOW AliasConditionState = SOLD NIGHT SNOW DAMAGED AliasConditionState = SOLD NIGHT SNOW REALLYDAMAGED ;************************************************************************************************************************** End ; ------------ Radar Extending ----------------- Draw = W3DModelDraw ModuleTag_02 DefaultConditionState Model = None End AliasConditionState = DAMAGED AliasConditionState = REALLYDAMAGED RUBBLE ConditionState = RADAR_EXTENDING RADAR_UPGRADED Model = NBConYard_A2 Animation = NBConYard_A2.NBConYard_A2 AnimationMode = ONCE Flags = START_FRAME_FIRST End ConditionState = RADAR_EXTENDING DAMAGED RADAR_UPGRADED Model = NBConYard_A2D Animation = NBConYard_A2D.NBConYard_A2D AnimationMode = ONCE Flags = START_FRAME_FIRST End ConditionState = RADAR_EXTENDING REALLYDAMAGED RUBBLE RADAR_UPGRADED Model = NBConYard_A2E Animation = NBConYard_A2E.NBConYard_A2E AnimationMode = ONCE Flags = START_FRAME_FIRST End ConditionState = RADAR_UPGRADED Model = NBConYard_A2 Animation = NBConYard_A2.NBConYard_A2 AnimationMode = MANUAL Flags = START_FRAME_LAST End ConditionState = RADAR_UPGRADED DAMAGED Model = NBConYard_A2D Animation = NBConYard_A2D.NBConYard_A2D AnimationMode = MANUAL Flags = START_FRAME_LAST End ConditionState = RADAR_UPGRADED REALLYDAMAGED RUBBLE Model = NBConYard_A2E Animation = NBConYard_A2E.NBConYard_A2E AnimationMode = MANUAL Flags = START_FRAME_LAST End ConditionState = RADAR_UPGRADED AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED Model = NBConYard_A2 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT End ConditionState = RADAR_UPGRADED AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED DAMAGED Model = NBConYard_A2D Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT End ConditionState = RADAR_UPGRADED AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED REALLYDAMAGED RUBBLE Model = NBConYard_A2E Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT End End PlacementViewAngle = -135 ; ------------ construction-zone fence ----------------- Draw = W3DModelDraw ModuleTag_03 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 = NBConYard_A4 Animation = NBConYard_A4.NBConYard_A4 AnimationMode = MANUAL Flags = START_FRAME_LAST TransitionKey = UP_DAY ParticleSysBone = Pit SmolderingFire ParticleSysBone = Pit01 SmolderingFire ParticleSysBone = Pit SmolderingSmoke ParticleSysBone = Pit01 SmolderingSmoke End ConditionState = NIGHT AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED Model = NBConYard_A4N Animation = NBConYard_A4N.NBConYard_A4N AnimationMode = MANUAL Flags = START_FRAME_LAST TransitionKey = UP_NIGHT ParticleSysBone = Pit SmolderingFire ParticleSysBone = Pit01 SmolderingFire ParticleSysBone = Pit SmolderingSmoke ParticleSysBone = Pit01 SmolderingSmoke End ConditionState = SNOW AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED Model = NBConYard_A4S Animation = NBConYard_A4S.NBConYard_A4S AnimationMode = MANUAL Flags = START_FRAME_LAST TransitionKey = UP_SNOW ParticleSysBone = Pit SmolderingFire ParticleSysBone = Pit01 SmolderingFire ParticleSysBone = Pit SmolderingSmoke ParticleSysBone = Pit01 SmolderingSmoke End ConditionState = SNOW NIGHT AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED Model = NBConYard_A4SN Animation = NBConYard_A4SN.NBConYard_A4SN AnimationMode = MANUAL Flags = START_FRAME_LAST TransitionKey = UP_SNOWNIGHT ParticleSysBone = Pit SmolderingFire ParticleSysBone = Pit01 SmolderingFire ParticleSysBone = Pit SmolderingSmoke ParticleSysBone = Pit01 SmolderingSmoke End TransitionState = DOWN_DEFAULT UP_DAY Model = NBConYard_A4 Animation = NBConYard_A4.NBConYard_A4 AnimationMode = ONCE AnimationSpeedFactorRange = 1.0 1.0 Flags = START_FRAME_FIRST ParticleSysBone = Pit SmolderingFire ParticleSysBone = Pit01 SmolderingFire ParticleSysBone = Pit SmolderingSmoke ParticleSysBone = Pit01 SmolderingSmoke End TransitionState = DOWN_DEFAULT UP_NIGHT Model = NBConYard_A4N Animation = NBConYard_A4N.NBConYard_A4N AnimationMode = ONCE AnimationSpeedFactorRange = 1.0 1.0 Flags = START_FRAME_FIRST ParticleSysBone = Pit SmolderingFire ParticleSysBone = Pit01 SmolderingFire ParticleSysBone = Pit SmolderingSmoke ParticleSysBone = Pit01 SmolderingSmoke End TransitionState = DOWN_DEFAULT UP_SNOW Model = NBConYard_A4S Animation = NBConYard_A4S.NBConYard_A4S AnimationMode = ONCE AnimationSpeedFactorRange = 1.0 1.0 Flags = START_FRAME_FIRST ParticleSysBone = Pit SmolderingFire ParticleSysBone = Pit01 SmolderingFire ParticleSysBone = Pit SmolderingSmoke ParticleSysBone = Pit01 SmolderingSmoke End TransitionState = DOWN_DEFAULT UP_SNOWNIGHT Model = NBConYard_A4SN Animation = NBConYard_A4SN.NBConYard_A4SN AnimationMode = ONCE AnimationSpeedFactorRange = 1.0 1.0 Flags = START_FRAME_FIRST ParticleSysBone = Pit SmolderingFire ParticleSysBone = Pit01 SmolderingFire ParticleSysBone = Pit SmolderingSmoke ParticleSysBone = Pit01 SmolderingSmoke End TransitionState = UP_DAY DOWN_DEFAULT Model = NBConYard_A4 Animation = NBConYard_A4.NBConYard_A4 AnimationMode = ONCE_BACKWARDS AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly Flags = START_FRAME_LAST ParticleSysBone = Pit SmolderingFire ParticleSysBone = Pit01 SmolderingFire ParticleSysBone = Pit SmolderingSmoke ParticleSysBone = Pit01 SmolderingSmoke End TransitionState = UP_NIGHT DOWN_DEFAULT Model = NBConYard_A4N Animation = NBConYard_A4N.NBConYard_A4N AnimationMode = ONCE_BACKWARDS AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly Flags = START_FRAME_LAST ParticleSysBone = Pit SmolderingFire ParticleSysBone = Pit01 SmolderingFire ParticleSysBone = Pit SmolderingSmoke ParticleSysBone = Pit01 SmolderingSmoke End TransitionState = UP_SNOW DOWN_DEFAULT Model = NBConYard_A4S Animation = NBConYard_A4S.NBConYard_A4S AnimationMode = ONCE_BACKWARDS AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly Flags = START_FRAME_LAST ParticleSysBone = Pit SmolderingFire ParticleSysBone = Pit01 SmolderingFire ParticleSysBone = Pit SmolderingSmoke ParticleSysBone = Pit01 SmolderingSmoke End TransitionState = UP_SNOWNIGHT DOWN_DEFAULT Model = NBConYard_A4SN Animation = NBConYard_A4SN.NBConYard_A4SN AnimationMode = ONCE_BACKWARDS AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly Flags = START_FRAME_LAST ParticleSysBone = Pit SmolderingFire ParticleSysBone = Pit01 SmolderingFire ParticleSysBone = Pit SmolderingSmoke ParticleSysBone = Pit01 SmolderingSmoke End End ; ------------ under-construction scaffolding ----------------- Draw = W3DModelDraw ModuleTag_04 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 = NBConYard_A6 Animation = NBConYard_A6.NBConYard_A6 AnimationMode = MANUAL Flags = START_FRAME_LAST TransitionKey = UP_DAY ParticleSysBone = Dust01 BuildingDustChina ParticleSysBone = SmokeM01 BuildUpSmokeChina ParticleSysBone = SmokeS02 BuildUpSmokeChina ParticleSysBone = SparksM01 BuildUpSmokeChina ParticleSysBone = SparksM02 BuildUpSmokeChina ParticleSysBone = SparksS01 BuildUpSmokeChina ParticleSysBone = SparksS02 BuildUpSmokeChina End ConditionState = NIGHT PARTIALLY_CONSTRUCTED Model = NBConYard_A6N Animation = NBConYard_A6N.NBConYard_A6N AnimationMode = MANUAL Flags = START_FRAME_LAST TransitionKey = UP_NIGHT ParticleSysBone = Dust01 BuildingDustChina ParticleSysBone = SmokeM01 BuildUpSmokeChina ParticleSysBone = SmokeS02 BuildUpSmokeChina ParticleSysBone = SparksM01 BuildUpSmokeChina ParticleSysBone = SparksM02 BuildUpSmokeChina ParticleSysBone = SparksS01 BuildUpSmokeChina ParticleSysBone = SparksS02 BuildUpSmokeChina End ConditionState = SNOW PARTIALLY_CONSTRUCTED Model = NBConYard_A6S Animation = NBConYard_A6S.NBConYard_A6S AnimationMode = MANUAL Flags = START_FRAME_LAST TransitionKey = UP_SNOW ParticleSysBone = Dust01 BuildingSnowDust ParticleSysBone = SmokeM01 BuildUpSnowSmoke ParticleSysBone = SmokeS02 BuildUpSnowSmoke ParticleSysBone = SparksM01 BuildUpSnowSmoke ParticleSysBone = SparksM02 BuildUpSnowSmoke ParticleSysBone = SparksS01 BuildUpSnowSmoke ParticleSysBone = SparksS02 BuildUpSnowSmoke End ConditionState = SNOW NIGHT PARTIALLY_CONSTRUCTED Model = NBConYard_A6SN Animation = NBConYard_A6SN.NBConYard_A6SN AnimationMode = MANUAL Flags = START_FRAME_LAST TransitionKey = UP_SNOWNIGHT ParticleSysBone = Dust01 BuildingNightSnowDust ParticleSysBone = SmokeM01 BuildUpNightSnowSmoke ParticleSysBone = SmokeS02 BuildUpNightSnowSmoke ParticleSysBone = SparksM01 BuildUpNightSnowSmoke ParticleSysBone = SparksM02 BuildUpNightSnowSmoke ParticleSysBone = SparksS01 BuildUpNightSnowSmoke ParticleSysBone = SparksS02 BuildUpNightSnowSmoke End TransitionState = DOWN_DEFAULT UP_DAY Model = NBConYard_A6 Animation = NBConYard_A6.NBConYard_A6 AnimationMode = ONCE AnimationSpeedFactorRange = 1.0 1.0 Flags = START_FRAME_FIRST End TransitionState = DOWN_DEFAULT UP_NIGHT Model = NBConYard_A6N Animation = NBConYard_A6N.NBConYard_A6N AnimationMode = ONCE AnimationSpeedFactorRange = 1.0 1.0 Flags = START_FRAME_FIRST End TransitionState = DOWN_DEFAULT UP_SNOW Model = NBConYard_A6S Animation = NBConYard_A6S.NBConYard_A6S AnimationMode = ONCE AnimationSpeedFactorRange = 1.0 1.0 Flags = START_FRAME_FIRST End TransitionState = DOWN_DEFAULT UP_SNOWNIGHT Model = NBConYard_A6SN Animation = NBConYard_A6SN.NBConYard_A6SN AnimationMode = ONCE AnimationSpeedFactorRange = 1.0 1.0 Flags = START_FRAME_FIRST End TransitionState = UP_DAY DOWN_DEFAULT Model = NBConYard_A6 Animation = NBConYard_A6.NBConYard_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 = NBConYard_A6N Animation = NBConYard_A6N.NBConYard_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 = NBConYard_A6S Animation = NBConYard_A6S.NBConYard_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 = NBConYard_A6SN Animation = NBConYard_A6SN.NBConYard_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_05 AnimationsRequirePower = No DefaultConditionState Model = None TransitionKey = DOWN_DEFAULT End ConditionState = NIGHT Model = None TransitionKey = DOWN_DEFAULT End ConditionState = SNOW Model = None TransitionKey = DOWN_DEFAULT End ConditionState = SNOW NIGHT Model = None TransitionKey = DOWN_DEFAULT End ConditionState = ACTIVELY_BEING_CONSTRUCTED Model = NBConYard_A5 Animation = NBConYard_A5.NBConYard_A5 AnimationMode = LOOP TransitionKey = UP_DAY End ConditionState = NIGHT ACTIVELY_BEING_CONSTRUCTED Model = NBConYard_A5N Animation = NBConYard_A5N.NBConYard_A5N AnimationMode = LOOP TransitionKey = UP_NIGHT End ConditionState = SNOW ACTIVELY_BEING_CONSTRUCTED Model = NBConYard_A5S Animation = NBConYard_A5S.NBConYard_A5S AnimationMode = LOOP TransitionKey = UP_SNOW End ConditionState = SNOW NIGHT ACTIVELY_BEING_CONSTRUCTED Model = NBConYard_A5SN Animation = NBConYard_A5SN.NBConYard_A5SN AnimationMode = LOOP TransitionKey = UP_SNOWNIGHT End TransitionState = DOWN_DEFAULT UP_DAY Model = NBConYard_AB Animation = NBConYard_AB.NBConYard_AB AnimationMode = ONCE AnimationSpeedFactorRange = 1.0 1.0 Flags = START_FRAME_FIRST End TransitionState = DOWN_DEFAULT UP_NIGHT Model = NBConYard_ABN Animation = NBConYard_ABN.NBConYard_ABN AnimationMode = ONCE AnimationSpeedFactorRange = 1.0 1.0 Flags = START_FRAME_FIRST End TransitionState = DOWN_DEFAULT UP_SNOW Model = NBConYard_ABS Animation = NBConYard_ABS.NBConYard_ABS AnimationMode = ONCE AnimationSpeedFactorRange = 1.0 1.0 Flags = START_FRAME_FIRST End TransitionState = DOWN_DEFAULT UP_SNOWNIGHT Model = NBConYard_ABSN Animation = NBConYard_ABSN.NBConYard_ABSN AnimationMode = ONCE AnimationSpeedFactorRange = 1.0 1.0 Flags = START_FRAME_FIRST End TransitionState = UP_DAY DOWN_DEFAULT Model = NBConYard_AB Animation = NBConYard_AB.NBConYard_AB AnimationMode = ONCE_BACKWARDS AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly Flags = START_FRAME_LAST End TransitionState = UP_NIGHT DOWN_DEFAULT Model = NBConYard_ABN Animation = NBConYard_ABN.NBConYard_ABN AnimationMode = ONCE_BACKWARDS AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly Flags = START_FRAME_LAST End TransitionState = UP_SNOW DOWN_DEFAULT Model = NBConYard_ABS Animation = NBConYard_ABS.NBConYard_ABS AnimationMode = ONCE_BACKWARDS AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly Flags = START_FRAME_LAST End TransitionState = UP_SNOWNIGHT DOWN_DEFAULT Model = NBConYard_ABSN Animation = NBConYard_ABSN.NBConYard_ABSN AnimationMode = ONCE_BACKWARDS AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly Flags = START_FRAME_LAST End End ; ----------------- the factory door ------------------- Draw = W3DModelDraw ModuleTag_06 DefaultConditionState Model = NBConYard_A7 Animation = NBConYard_A7.NBConYard_A7 AnimationMode = MANUAL Flags = START_FRAME_FIRST End AliasConditionState = NIGHT AliasConditionState = SNOW AliasConditionState = NIGHT SNOW ConditionState = DAMAGED Model = NBConYard_A7D Animation = NBConYard_A7D.NBConYard_A7D AnimationMode = MANUAL Flags = START_FRAME_FIRST End AliasConditionState = NIGHT DAMAGED AliasConditionState = SNOW DAMAGED AliasConditionState = NIGHT SNOW DAMAGED ConditionState = REALLYDAMAGED RUBBLE Model = NBConYard_A7D Animation = NBConYard_A7D.NBConYard_A7D AnimationMode = MANUAL Flags = START_FRAME_FIRST End AliasConditionState = NIGHT REALLYDAMAGED RUBBLE AliasConditionState = SNOW REALLYDAMAGED RUBBLE AliasConditionState = NIGHT SNOW REALLYDAMAGED RUBBLE ConditionState = DOOR_1_OPENING Model = NBConYard_A7 Animation = NBConYard_A7.NBConYard_A7 AnimationMode = ONCE Flags = START_FRAME_FIRST End AliasConditionState = NIGHT DOOR_1_OPENING AliasConditionState = SNOW DOOR_1_OPENING AliasConditionState = NIGHT SNOW DOOR_1_OPENING ConditionState = DOOR_1_OPENING DAMAGED Model = NBConYard_A7D Animation = NBConYard_A7D.NBConYard_A7D AnimationMode = ONCE Flags = START_FRAME_FIRST End AliasConditionState = NIGHT DOOR_1_OPENING DAMAGED AliasConditionState = SNOW DOOR_1_OPENING DAMAGED AliasConditionState = NIGHT SNOW DOOR_1_OPENING DAMAGED ConditionState = DOOR_1_OPENING REALLYDAMAGED RUBBLE Model = NBConYard_A7D Animation = NBConYard_A7D.NBConYard_A7D AnimationMode = ONCE Flags = START_FRAME_FIRST End AliasConditionState = NIGHT DOOR_1_OPENING REALLYDAMAGED RUBBLE AliasConditionState = SNOW DOOR_1_OPENING REALLYDAMAGED RUBBLE AliasConditionState = NIGHT SNOW DOOR_1_OPENING REALLYDAMAGED RUBBLE ConditionState = DOOR_1_CLOSING Model = NBConYard_A7 Animation = NBConYard_A7.NBConYard_A7 AnimationMode = ONCE_BACKWARDS Flags = START_FRAME_LAST End AliasConditionState = NIGHT DOOR_1_CLOSING AliasConditionState = SNOW DOOR_1_CLOSING AliasConditionState = NIGHT SNOW DOOR_1_CLOSING ConditionState = DOOR_1_CLOSING DAMAGED Model = NBConYard_A7D Animation = NBConYard_A7D.NBConYard_A7D AnimationMode = ONCE_BACKWARDS Flags = START_FRAME_LAST End AliasConditionState = NIGHT DOOR_1_CLOSING DAMAGED AliasConditionState = SNOW DOOR_1_CLOSING DAMAGED AliasConditionState = NIGHT SNOW DOOR_1_CLOSING DAMAGED ConditionState = DOOR_1_CLOSING REALLYDAMAGED RUBBLE Model = NBConYard_A7D Animation = NBConYard_A7D.NBConYard_A7D AnimationMode = ONCE_BACKWARDS Flags = START_FRAME_LAST End AliasConditionState = NIGHT DOOR_1_CLOSING REALLYDAMAGED RUBBLE AliasConditionState = SNOW DOOR_1_CLOSING REALLYDAMAGED RUBBLE AliasConditionState = NIGHT SNOW DOOR_1_CLOSING REALLYDAMAGED RUBBLE ConditionState = DOOR_1_WAITING_OPEN Model = NBConYard_A7 Animation = NBConYard_A7.NBConYard_A7 AnimationMode = MANUAL Flags = START_FRAME_LAST End AliasConditionState = NIGHT DOOR_1_WAITING_OPEN AliasConditionState = SNOW DOOR_1_WAITING_OPEN AliasConditionState = NIGHT SNOW DOOR_1_WAITING_OPEN ConditionState = DOOR_1_WAITING_OPEN DAMAGED Model = NBConYard_A7D Animation = NBConYard_A7D.NBConYard_A7D AnimationMode = MANUAL Flags = START_FRAME_LAST End AliasConditionState = NIGHT DOOR_1_WAITING_OPEN DAMAGED AliasConditionState = SNOW DOOR_1_WAITING_OPEN DAMAGED AliasConditionState = NIGHT SNOW DOOR_1_WAITING_OPEN DAMAGED ConditionState = DOOR_1_WAITING_OPEN REALLYDAMAGED RUBBLE Model = NBConYard_A7D Animation = NBConYard_A7D.NBConYard_A7D AnimationMode = MANUAL Flags = START_FRAME_LAST End AliasConditionState = NIGHT DOOR_1_WAITING_OPEN REALLYDAMAGED RUBBLE AliasConditionState = SNOW DOOR_1_WAITING_OPEN REALLYDAMAGED RUBBLE AliasConditionState = NIGHT SNOW DOOR_1_WAITING_OPEN REALLYDAMAGED RUBBLE ;************************************************************************************************************************** ;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 = NBConYard_A7 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT End AliasConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT AliasConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED SNOW AliasConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT SNOW ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED DAMAGED Model = NBConYard_A7D Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT End AliasConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED DAMAGED NIGHT AliasConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED DAMAGED SNOW AliasConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED DAMAGED NIGHT SNOW ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED REALLYDAMAGED Model = NBConYard_A7D Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT End AliasConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED REALLYDAMAGED NIGHT AliasConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED REALLYDAMAGED SNOW AliasConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED REALLYDAMAGED NIGHT SNOW ConditionState = AWAITING_CONSTRUCTION Model = NONE End AliasConditionState = AWAITING_CONSTRUCTION DAMAGED AliasConditionState = AWAITING_CONSTRUCTION REALLYDAMAGED AliasConditionState = AWAITING_CONSTRUCTION NIGHT AliasConditionState = AWAITING_CONSTRUCTION NIGHT DAMAGED AliasConditionState = AWAITING_CONSTRUCTION NIGHT REALLYDAMAGED AliasConditionState = AWAITING_CONSTRUCTION NIGHT SNOW AliasConditionState = AWAITING_CONSTRUCTION NIGHT SNOW DAMAGED AliasConditionState = AWAITING_CONSTRUCTION NIGHT SNOW REALLYDAMAGED AliasConditionState = SOLD DAMAGED AliasConditionState = SOLD REALLYDAMAGED AliasConditionState = SOLD NIGHT AliasConditionState = SOLD NIGHT DAMAGED AliasConditionState = SOLD NIGHT REALLYDAMAGED AliasConditionState = SOLD NIGHT SNOW AliasConditionState = SOLD NIGHT SNOW DAMAGED AliasConditionState = SOLD NIGHT SNOW REALLYDAMAGED ;************************************************************************************************************************** End ; Officers club flag Draw = W3DModelDraw ModuleTag_OfficersClub OkToChangeModelColor = No ConditionState = NONE Model = None End AliasConditionState = DAMAGED AliasConditionState = REALLYDAMAGED AliasConditionState = RUBBLE AliasConditionState = REALLYDAMAGED RUBBLE ConditionState = PREORDER Model = OCFlagCHA Animation = OCFlagCHA.OCFlagCHA AnimationMode = LOOP Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT End ; ConditionState = PREORDER DAMAGED ; Model = OCFlagCHA_D ; Animation = OCFlagCHA_D.OCFlagCHA_D ; AnimationMode = LOOP ; Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT ; End ; ConditionState = PREORDER REALLYDAMAGED ; Model = OCFlagCHA_E ; Animation = OCFlagCHA_E.OCFlagCHA_E ; AnimationMode = LOOP ; Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT ; End End PlacementViewAngle = -135 ; ***DESIGN parameters *** DisplayName = OBJECT:CommandCenter Side = China EditorSorting = STRUCTURE BuildCost = 2000 BuildTime = 45.0 ; in seconds EnergyProduction = 0 ;Command center should be free CommandSet = ChinaCommandCenterCommandSet VisionRange = 300.0 ; Shroud clearing distance ShroudClearingRange = 300 ArmorSet Conditions = None Armor = StructureArmorTough DamageFX = StructureDamageFXNoShake End ExperienceValue = 200 200 200 200 ; Experience point value at each level ; *** AUDIO Parameters *** VoiceSelect = CommandCenterChinaSelect SoundOnDamaged = BuildingDamagedStateLight SoundOnReallyDamaged = BuildingDestroy UnitSpecificSounds UnderConstruction = UnderConstructionLoop End ; *** ENGINEERING Parameters *** RadarPriority = STRUCTURE KindOf = PRELOAD STRUCTURE SELECTABLE IMMOBILE COMMANDCENTER SCORE CAPTURABLE FS_FACTORY AUTO_RALLYPOINT MP_COUNT_FOR_VICTORY Body = StructureBody ModuleTag_07 MaxHealth = 5000.0 InitialHealth = 5000.0 ; 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 = 5200 SubdualDamageHealRate = 500 SubdualDamageHealAmount = 100 End Behavior = PreorderCreate ModuleTag_PreorderCreate End Behavior = ProductionUpdate ModuleTag_08 NumDoorAnimations = 1 DoorOpeningTime = 3000 ;in mSeconds DoorWaitOpenTime = 3000 ;in mSeconds DoorCloseTime = 3000 ;in mSeconds ConstructionCompleteDuration = 1500 ;in mSeconds End Behavior = DefaultProductionExitUpdate ModuleTag_09 UnitCreatePoint = X:-18.0 Y: 40.0 Z:0.0 NaturalRallyPoint = X: 60.0 Y: 40.0 Z:0.0;NaturalRallyPointX must always match GeometryMajorRadius! -ML End Behavior = RadarUpdate ModuleTag_10 RadarExtendTime = 4000 ;in mSeconds End Behavior = DestroyDie ModuleTag_11 ;nothing End Behavior = CreateObjectDie ModuleTag_12 CreationList = OCL_LargeStructureDebris End Behavior = FXListDie ModuleTag_13 DeathFX = FX_StructureMediumDeath End Behavior = RadarUpgrade ModuleTag_14 TriggeredBy = Upgrade_ChinaRadar End Behavior = GenerateMinefieldBehavior ModuleTag_15 TriggeredBy = Upgrade_ChinaMines MineName = ChinaStandardMine SmartBorder = Yes AlwaysCircular = Yes Upgradable = Yes UpgradedTriggeredBy = Upgrade_ChinaEMPMines UpgradedMineName = ChinaEMPMine End Behavior = OCLSpecialPower ModuleTag_16 SpecialPowerTemplate = SuperweaponNapalmStrike OCL = SUPERWEAPON_NapalmStrike End Behavior = OCLSpecialPower ModuleTag_17 SpecialPowerTemplate = SuperweaponArtilleryBarrage UpgradeOCL = SCIENCE_ArtilleryBarrage3 SUPERWEAPON_ArtilleryBarrage3 UpgradeOCL = SCIENCE_ArtilleryBarrage2 SUPERWEAPON_ArtilleryBarrage2 OCL = SUPERWEAPON_ArtilleryBarrage1 CreateLocation = CREATE_AT_EDGE_FARTHEST_FROM_TARGET End Behavior = OCLSpecialPower ModuleTag_18 SpecialPowerTemplate = SuperweaponClusterMines OCL = SUPERWEAPON_ClusterMines CreateLocation = CREATE_AT_EDGE_NEAR_SOURCE End Behavior = OCLSpecialPower ModuleTag_19 SpecialPowerTemplate = SuperweaponEMPPulse OCL = SUPERWEAPON_EMPPulse CreateLocation = CREATE_AT_EDGE_NEAR_SOURCE End Behavior = CashHackSpecialPower ModuleTag_20 SpecialPowerTemplate = SuperweaponCashHack UpgradeMoneyAmount = SCIENCE_CashHack3 4000 UpgradeMoneyAmount = SCIENCE_CashHack2 2000 MoneyAmount = 1000 ; amount of money to steal End Behavior = OCLSpecialPower ModuleTag_21 SpecialPowerTemplate = SuperweaponEmergencyRepair UpgradeOCL = SCIENCE_EmergencyRepair3 SUPERWEAPON_RepairVehicles3 UpgradeOCL = SCIENCE_EmergencyRepair2 SUPERWEAPON_RepairVehicles2 OCL = SUPERWEAPON_RepairVehicles1 CreateLocation = CREATE_AT_LOCATION End Behavior = OCLSpecialPower ModuleTag_22;this has been removed from everywhere but the ChinaAirfield in CHI05 SpecialPowerTemplate = Early_SuperweaponChinaCarpetBomb OCL = SUPERWEAPON_ChinaCarpetBomb CreateLocation = CREATE_AT_EDGE_NEAR_SOURCE End Behavior = FlammableUpdate ModuleTag_23 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_24 ;-------------DESIGNED FOR MEDIUM SIZED FACTION BUILDING TRANSITIONS------------------- DamagedParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionMediumSmoke ;--------------------------------------------------------------------------------------- ReallyDamagedParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionMediumSmoke ReallyDamagedParticleSystem2 = Bone:None RandomBone:No PSys:StructureTransitionMediumExplosion ReallyDamagedParticleSystem3 = Bone:None RandomBone:No PSys:StructureTransitionMediumShockwave End Behavior = CommandSetUpgrade ModuleTag_25 CommandSet = ChinaCommandCenterCommandSetUpgrade TriggeredBy = Upgrade_ChinaMines End Behavior = ArmorUpgrade ModuleTag_26 TriggeredBy = Upgrade_ChinaEMPMines End Behavior = OCLSpecialPower ModuleTag_27 SpecialPowerTemplate = SuperweaponFrenzy UpgradeOCL = SCIENCE_Frenzy3 SUPERWEAPON_Frenzy3 UpgradeOCL = SCIENCE_Frenzy2 SUPERWEAPON_Frenzy2 OCL = SUPERWEAPON_Frenzy1 CreateLocation = CREATE_AT_LOCATION End Geometry = BOX FactoryExitWidth = 25 GeometryMajorRadius = 60.0 GeometryMinorRadius = 63.0 GeometryHeight = 36.0 GeometryIsSmall = No Shadow = SHADOW_VOLUME BuildCompletion = PLACED_BY_PLAYER End ;------------------------------------------------------------------------------ Object AmericaPowerPlant ; *** ART Parameters *** SelectPortrait = SAPowerPlant_L ButtonImage = SAPowerPlant UpgradeCameo1 = Upgrade_AmericaAdvancedControlRods ; ---- the building itself ------ Draw = W3DModelDraw ModuleTag_01 OkToChangeModelColor = Yes ; day ******************************************** ConditionState = NONE; Model = ABPWRPLANT Animation = ABPWRPLANT.ABPWRPLANT AnimationMode = LOOP ParticleSysBone = Smoke02 SteamVent End ConditionState = DAMAGED Model = ABPWRPLANT_D ParticleSysBone = Smoke01 SmolderingSmoke ParticleSysBone = Smoke02 SteamVent ParticleSysBone = Smoke03 SmolderingSmoke ParticleSysBone = Fire01 SmolderingFireLarge ParticleSysBone = Sparks01 LiveWireSparks ParticleSysBone = Sparks02 LiveWireSparks End ConditionState = REALLYDAMAGED RUBBLE Model = ABPWRPLANT_E ParticleSysBone = Smoke01 SmolderingSmoke ParticleSysBone = Smoke02 SteamVent ParticleSysBone = Smoke03 SmolderingSmoke ParticleSysBone = Smoke04 SmolderingSmoke ParticleSysBone = Smoke05 SmolderingSmoke ParticleSysBone = Smoke06 SmolderingSmoke ParticleSysBone = Fire01 SmolderingFireLarge ParticleSysBone = Fire02 SmolderingFireLarge ParticleSysBone = Fire03 SmolderingFireLarge ParticleSysBone = Spark01 LiveWireSparks End ; day upgrade ConditionState = POWER_PLANT_UPGRADED ; Model = ABPWRPLANT Animation = ABPWRPLANT.ABPWRPLANT AnimationMode = LOOP ParticleSysBone = Smoke02 SteamVent ParticleSysBone = Spark01 LiveWireSparks ParticleSysBone = Spark02 LiveWireSparks02 ParticleSysBone = Spark03 LiveWireSparks02 ParticleSysBone = Spark04 LiveWireSparks ParticleSysBone = Spark05 LiveWireSparks02 ParticleSysBone = Spark06 LiveWireSparks End ConditionState = DAMAGED POWER_PLANT_UPGRADED Model = ABPWRPLANT_D ParticleSysBone = Smoke01 SmolderingSmoke ParticleSysBone = Smoke02 SteamVent ParticleSysBone = Smoke03 SmolderingSmoke ParticleSysBone = Fire01 SmolderingFireLarge ParticleSysBone = Spark01 LiveWireSparks ParticleSysBone = Spark02 LiveWireSparks02 ParticleSysBone = Spark03 LiveWireSparks02 ParticleSysBone = Spark04 LiveWireSparks ParticleSysBone = Spark05 LiveWireSparks02 ParticleSysBone = Spark06 LiveWireSparks End ConditionState = REALLYDAMAGED RUBBLE POWER_PLANT_UPGRADED Model = ABPWRPLANT_E ParticleSysBone = Smoke01 SmolderingSmoke ParticleSysBone = Smoke02 SteamVent ParticleSysBone = Smoke03 SmolderingSmoke ParticleSysBone = Smoke04 SmolderingSmoke ParticleSysBone = Smoke05 SmolderingSmoke ParticleSysBone = Smoke06 SmolderingSmoke ParticleSysBone = Fire01 SmolderingFireLarge ParticleSysBone = Fire02 SmolderingFireLarge ParticleSysBone = Fire03 SmolderingFireLarge ParticleSysBone = Spark01 LiveWireSparks ParticleSysBone = Spark02 LiveWireSparks02 ParticleSysBone = Spark03 LiveWireSparks02 ParticleSysBone = Spark04 LiveWireSparks ParticleSysBone = Spark05 LiveWireSparks02 ParticleSysBone = Spark06 LiveWireSparks End ; night ConditionState = NIGHT; Model = ABPWRPLANT_N Animation = ABPWRPLANT_N.ABPWRPLANT_N AnimationMode = LOOP ParticleSysBone = Smoke02 SteamVent End ConditionState = DAMAGED NIGHT Model = ABPWRPLANT_DN Animation = ABPWRPLANT_DN.ABPWRPLANT_DN AnimationMode = LOOP ParticleSysBone = Smoke01 SmolderingSmoke ParticleSysBone = Smoke02 SteamVent ParticleSysBone = Smoke03 SmolderingSmoke ParticleSysBone = Fire01 SmolderingFireLarge ParticleSysBone = Sparks01 LiveWireSparks ParticleSysBone = Sparks02 LiveWireSparks ParticleSysBone = Sparks03 LiveWireSparks02 End ConditionState = REALLYDAMAGED RUBBLE NIGHT; Model = ABPWRPLANT_EN Animation = ABPWRPLANT_EN.ABPWRPLANT_EN AnimationMode = LOOP ParticleSysBone = Smoke01 SmolderingSmoke ParticleSysBone = Smoke02 SteamVent ParticleSysBone = Smoke03 SmolderingSmoke ParticleSysBone = Smoke04 SmolderingSmoke ParticleSysBone = Smoke05 SmolderingSmoke ParticleSysBone = Smoke06 SmolderingSmoke ParticleSysBone = Fire01 SmolderingFireLarge ParticleSysBone = Fire02 SmolderingFireLarge ParticleSysBone = Fire03 SmolderingFireLarge ParticleSysBone = Sparks01 LiveWireSparks ParticleSysBone = Sparks02 LiveWireSparks02 ParticleSysBone = Sparks03 LiveWireSparks02 ParticleSysBone = Sparks04 LiveWireSparks ParticleSysBone = Sparks05 LiveWireSparks02 ParticleSysBone = Sparks07 LiveWireSparks End ; night upgraded ConditionState = NIGHT POWER_PLANT_UPGRADED Model = ABPWRPLANT_N Animation = ABPWRPLANT_N.ABPWRPLANT_N AnimationMode = LOOP ParticleSysBone = Smoke02 SteamVent ParticleSysBone = Sparks02 LiveWireSparks02 ParticleSysBone = Sparks03 LiveWireSparks02 ParticleSysBone = Sparks04 LiveWireSparks ParticleSysBone = Sparks05 LiveWireSparks02 ParticleSysBone = Sparks07 LiveWireSparks ParticleSysBone = Sparks08 LiveWireSparks02 ParticleSysBone = Sparks09 LiveWireSparks ParticleSysBone = Sparks10 LiveWireSparks02 ParticleSysBone = Sparks11 LiveWireSparks End ConditionState = DAMAGED NIGHT POWER_PLANT_UPGRADED Model = ABPWRPLANT_DN Animation = ABPWRPLANT_DN.ABPWRPLANT_DN AnimationMode = LOOP ParticleSysBone = Smoke01 SmolderingSmoke ParticleSysBone = Smoke02 SteamVent ParticleSysBone = Smoke03 SmolderingSmoke ParticleSysBone = Fire01 SmolderingFireLarge ParticleSysBone = Sparks02 LiveWireSparks02 ParticleSysBone = Sparks03 LiveWireSparks02 ParticleSysBone = Sparks04 LiveWireSparks ParticleSysBone = Sparks05 LiveWireSparks02 ParticleSysBone = Sparks07 LiveWireSparks ParticleSysBone = Sparks08 LiveWireSparks02 ParticleSysBone = Sparks09 LiveWireSparks ParticleSysBone = Sparks10 LiveWireSparks02 ParticleSysBone = Sparks11 LiveWireSparks End ConditionState = REALLYDAMAGED RUBBLE NIGHT POWER_PLANT_UPGRADED Model = ABPWRPLANT_EN Animation = ABPWRPLANT_EN.ABPWRPLANT_EN AnimationMode = LOOP ParticleSysBone = Smoke01 SmolderingSmoke ParticleSysBone = Smoke02 SteamVent ParticleSysBone = Smoke03 SmolderingSmoke ParticleSysBone = Smoke04 SmolderingSmoke ParticleSysBone = Smoke05 SmolderingSmoke ParticleSysBone = Smoke06 SmolderingSmoke ParticleSysBone = Fire01 SmolderingFireLarge ParticleSysBone = Fire02 SmolderingFireLarge ParticleSysBone = Fire03 SmolderingFireLarge ParticleSysBone = Sparks02 LiveWireSparks02 ParticleSysBone = Sparks03 LiveWireSparks02 ParticleSysBone = Sparks04 LiveWireSparks ParticleSysBone = Sparks05 LiveWireSparks02 ParticleSysBone = Sparks07 LiveWireSparks ParticleSysBone = Sparks08 LiveWireSparks02 ParticleSysBone = Sparks09 LiveWireSparks ParticleSysBone = Sparks10 LiveWireSparks02 ParticleSysBone = Sparks11 LiveWireSparks End ; day ******************************************** ConditionState = SNOW Model = ABPWRPLANT_S Animation = ABPWRPLANT_S.ABPWRPLANT_S AnimationMode = LOOP ParticleSysBone = Smoke02 SteamVent End ConditionState = DAMAGED SNOW Model = ABPWRPLANT_DS ParticleSysBone = Smoke01 SmolderingSmoke ParticleSysBone = Smoke02 SteamVent ParticleSysBone = Smoke03 SmolderingSmoke ParticleSysBone = Fire01 SmolderingFireLarge ParticleSysBone = Sparks01 LiveWireSparks ParticleSysBone = Sparks02 LiveWireSparks End ConditionState = REALLYDAMAGED RUBBLE SNOW Model = ABPWRPLANT_ES ParticleSysBone = Smoke01 SmolderingSmoke ParticleSysBone = Smoke02 SteamVent ParticleSysBone = Smoke03 SmolderingSmoke ParticleSysBone = Smoke04 SmolderingSmoke ParticleSysBone = Smoke05 SmolderingSmoke ParticleSysBone = Smoke06 SmolderingSmoke ParticleSysBone = Fire01 SmolderingFireLarge ParticleSysBone = Fire02 SmolderingFireLarge ParticleSysBone = Fire03 SmolderingFireLarge ParticleSysBone = Spark01 LiveWireSparks End ; day upgrade ConditionState = POWER_PLANT_UPGRADED SNOW; Model = ABPWRPLANT_S Animation = ABPWRPLANT_S.ABPWRPLANT_S AnimationMode = LOOP ParticleSysBone = Smoke02 SteamVent ParticleSysBone = Spark01 LiveWireSparks ParticleSysBone = Spark02 LiveWireSparks02 ParticleSysBone = Spark03 LiveWireSparks02 ParticleSysBone = Spark04 LiveWireSparks ParticleSysBone = Spark05 LiveWireSparks02 ParticleSysBone = Spark06 LiveWireSparks End ConditionState = DAMAGED POWER_PLANT_UPGRADED SNOW Model = ABPWRPLANT_DS ParticleSysBone = Smoke01 SmolderingSmoke ParticleSysBone = Smoke02 SteamVent ParticleSysBone = Smoke03 SmolderingSmoke ParticleSysBone = Fire01 SmolderingFireLarge ParticleSysBone = Spark01 LiveWireSparks ParticleSysBone = Spark02 LiveWireSparks02 ParticleSysBone = Spark03 LiveWireSparks02 ParticleSysBone = Spark04 LiveWireSparks ParticleSysBone = Spark05 LiveWireSparks02 ParticleSysBone = Spark06 LiveWireSparks End ConditionState = REALLYDAMAGED RUBBLE POWER_PLANT_UPGRADED SNOW Model = ABPWRPLANT_ES ParticleSysBone = Smoke01 SmolderingSmoke ParticleSysBone = Smoke02 SteamVent ParticleSysBone = Smoke03 SmolderingSmoke ParticleSysBone = Smoke04 SmolderingSmoke ParticleSysBone = Smoke05 SmolderingSmoke ParticleSysBone = Smoke06 SmolderingSmoke ParticleSysBone = Fire01 SmolderingFireLarge ParticleSysBone = Fire02 SmolderingFireLarge ParticleSysBone = Fire03 SmolderingFireLarge ParticleSysBone = Spark01 LiveWireSparks ParticleSysBone = Spark02 LiveWireSparks02 ParticleSysBone = Spark03 LiveWireSparks02 ParticleSysBone = Spark04 LiveWireSparks ParticleSysBone = Spark05 LiveWireSparks02 ParticleSysBone = Spark06 LiveWireSparks End ; night ConditionState = NIGHT SNOW; Model = ABPWRPLANT_NS Animation = ABPWRPLANT_NS.ABPWRPLANT_NS AnimationMode = LOOP ParticleSysBone = Smoke02 SteamVent End ConditionState = DAMAGED NIGHT SNOW Model = ABPWRPLANT_DNS Animation = ABPWRPLANT_DNS.ABPWRPLANT_DNS AnimationMode = LOOP ParticleSysBone = Smoke01 SmolderingSmoke ParticleSysBone = Smoke02 SteamVent ParticleSysBone = Smoke03 SmolderingSmoke ParticleSysBone = Fire01 SmolderingFireLarge ParticleSysBone = Sparks01 LiveWireSparks ParticleSysBone = Sparks02 LiveWireSparks ParticleSysBone = Sparks03 LiveWireSparks02 End ConditionState = REALLYDAMAGED RUBBLE NIGHT SNOW; Model = ABPWRPLANT_ENS Animation = ABPWRPLANT_ENS.ABPWRPLANT_ENS AnimationMode = LOOP ParticleSysBone = Smoke01 SmolderingSmoke ParticleSysBone = Smoke02 SteamVent ParticleSysBone = Smoke03 SmolderingSmoke ParticleSysBone = Smoke04 SmolderingSmoke ParticleSysBone = Smoke05 SmolderingSmoke ParticleSysBone = Smoke06 SmolderingSmoke ParticleSysBone = Fire01 SmolderingFireLarge ParticleSysBone = Fire02 SmolderingFireLarge ParticleSysBone = Fire03 SmolderingFireLarge ParticleSysBone = Sparks01 LiveWireSparks ParticleSysBone = Sparks02 LiveWireSparks02 ParticleSysBone = Sparks03 LiveWireSparks02 ParticleSysBone = Sparks04 LiveWireSparks ParticleSysBone = Sparks05 LiveWireSparks02 ParticleSysBone = Sparks07 LiveWireSparks End ; night upgraded ConditionState = NIGHT POWER_PLANT_UPGRADED SNOW Model = ABPWRPLANT_NS Animation = ABPWRPLANT_NS.ABPWRPLANT_NS AnimationMode = LOOP ParticleSysBone = Smoke02 SteamVent ParticleSysBone = Sparks02 LiveWireSparks02 ParticleSysBone = Sparks03 LiveWireSparks02 ParticleSysBone = Sparks04 LiveWireSparks ParticleSysBone = Sparks05 LiveWireSparks02 ParticleSysBone = Sparks07 LiveWireSparks ParticleSysBone = Sparks08 LiveWireSparks02 ParticleSysBone = Sparks09 LiveWireSparks ParticleSysBone = Sparks10 LiveWireSparks02 ParticleSysBone = Sparks11 LiveWireSparks End ConditionState = DAMAGED NIGHT POWER_PLANT_UPGRADED SNOW Model = ABPWRPLANT_DNS Animation = ABPWRPLANT_DNS.ABPWRPLANT_DNS AnimationMode = LOOP ParticleSysBone = Smoke01 SmolderingSmoke ParticleSysBone = Smoke02 SteamVent ParticleSysBone = Smoke03 SmolderingSmoke ParticleSysBone = Fire01 SmolderingFireLarge ParticleSysBone = Sparks02 LiveWireSparks02 ParticleSysBone = Sparks03 LiveWireSparks02 ParticleSysBone = Sparks04 LiveWireSparks ParticleSysBone = Sparks05 LiveWireSparks02 ParticleSysBone = Sparks07 LiveWireSparks ParticleSysBone = Sparks08 LiveWireSparks02 ParticleSysBone = Sparks09 LiveWireSparks ParticleSysBone = Sparks10 LiveWireSparks02 ParticleSysBone = Sparks11 LiveWireSparks End ConditionState = REALLYDAMAGED RUBBLE NIGHT POWER_PLANT_UPGRADED SNOW Model = ABPWRPLANT_ENS Animation = ABPWRPLANT_ENS.ABPWRPLANT_ENS AnimationMode = LOOP ParticleSysBone = Smoke01 SmolderingSmoke ParticleSysBone = Smoke02 SteamVent ParticleSysBone = Smoke03 SmolderingSmoke ParticleSysBone = Smoke04 SmolderingSmoke ParticleSysBone = Smoke05 SmolderingSmoke ParticleSysBone = Smoke06 SmolderingSmoke ParticleSysBone = Fire01 SmolderingFireLarge ParticleSysBone = Fire02 SmolderingFireLarge ParticleSysBone = Fire03 SmolderingFireLarge ParticleSysBone = Sparks02 LiveWireSparks02 ParticleSysBone = Sparks03 LiveWireSparks02 ParticleSysBone = Sparks04 LiveWireSparks ParticleSysBone = Sparks05 LiveWireSparks02 ParticleSysBone = Sparks07 LiveWireSparks ParticleSysBone = Sparks08 LiveWireSparks02 ParticleSysBone = Sparks09 LiveWireSparks ParticleSysBone = Sparks10 LiveWireSparks02 ParticleSysBone = Sparks11 LiveWireSparks 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 = ABPWRPLANT Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT End ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED DAMAGED Model = ABPWRPLANT_D Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT End ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED REALLYDAMAGED Model = ABPWRPLANT_E Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT End ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT Model = ABPWRPLANT_N Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT End ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT DAMAGED Model = ABPWRPLANT_DN Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT End ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT REALLYDAMAGED Model = ABPWRPLANT_EN Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT End ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED SNOW Model = ABPWRPLANT_S Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT End ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED SNOW DAMAGED Model = ABPWRPLANT_DS Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT End ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED SNOW REALLYDAMAGED Model = ABPWRPLANT_ES Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT End ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT SNOW Model = ABPWRPLANT_NS Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT End ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT SNOW DAMAGED Model = ABPWRPLANT_DNS Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT End ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT SNOW REALLYDAMAGED Model = ABPWRPLANT_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 NIGHT SNOW AliasConditionState = AWAITING_CONSTRUCTION NIGHT SNOW DAMAGED AliasConditionState = AWAITING_CONSTRUCTION NIGHT SNOW REALLYDAMAGED AliasConditionState = SOLD DAMAGED AliasConditionState = SOLD REALLYDAMAGED AliasConditionState = SOLD NIGHT AliasConditionState = SOLD NIGHT DAMAGED AliasConditionState = SOLD NIGHT REALLYDAMAGED AliasConditionState = SOLD 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 DAMAGED POWER_PLANT_UPGRADED AliasConditionState = SOLD REALLYDAMAGED POWER_PLANT_UPGRADED AliasConditionState = SOLD NIGHT POWER_PLANT_UPGRADED AliasConditionState = SOLD NIGHT DAMAGED POWER_PLANT_UPGRADED AliasConditionState = SOLD NIGHT REALLYDAMAGED POWER_PLANT_UPGRADED AliasConditionState = SOLD SNOW POWER_PLANT_UPGRADED AliasConditionState = SOLD SNOW DAMAGED POWER_PLANT_UPGRADED AliasConditionState = SOLD SNOW REALLYDAMAGED POWER_PLANT_UPGRADED AliasConditionState = SOLD NIGHT SNOW POWER_PLANT_UPGRADED AliasConditionState = SOLD NIGHT SNOW DAMAGED POWER_PLANT_UPGRADED AliasConditionState = SOLD NIGHT SNOW REALLYDAMAGED POWER_PLANT_UPGRADED ;************************************************************************************************************************** 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 = ABPwrPlant_A4 Animation = ABPwrPlant_A4.ABPwrPlant_A4 AnimationMode = MANUAL Flags = START_FRAME_LAST TransitionKey = UP_DAY ParticleSysBone = SmokeS01 SmokeBuildingSmall ParticleSysBone = SparksS01 LiveWireSparks02 End ConditionState = NIGHT AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED Model = ABPwrPlant_A4N Animation = ABPwrPlant_A4N.ABPwrPlant_A4N AnimationMode = MANUAL Flags = START_FRAME_LAST TransitionKey = UP_NIGHT ParticleSysBone = SmokeS01 SmokeBuildingSmall ParticleSysBone = SparksS01 LiveWireSparks02 End ConditionState = SNOW AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED Model = ABPwrPlant_A4S Animation = ABPwrPlant_A4S.ABPwrPlant_A4S AnimationMode = MANUAL Flags = START_FRAME_LAST TransitionKey = UP_SNOW ParticleSysBone = SmokeS01 SmokeBuildingSmall ParticleSysBone = SparksS01 LiveWireSparks02 End ConditionState = SNOW NIGHT AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED Model = ABPwrPlant_A4S Animation = ABPwrPlant_A4S.ABPwrPlant_A4S AnimationMode = MANUAL Flags = START_FRAME_LAST TransitionKey = UP_SNOWNIGHT ParticleSysBone = SmokeS01 SmokeBuildingSmall ParticleSysBone = SparksS01 LiveWireSparks02 End TransitionState = DOWN_DEFAULT UP_DAY Model = ABPwrPlant_A4 Animation = ABPwrPlant_A4.ABPwrPlant_A4 AnimationMode = ONCE AnimationSpeedFactorRange = 1.0 1.0 Flags = START_FRAME_FIRST End TransitionState = DOWN_DEFAULT UP_NIGHT Model = ABPwrPlant_A4N Animation = ABPwrPlant_A4N.ABPwrPlant_A4N AnimationMode = ONCE AnimationSpeedFactorRange = 1.0 1.0 Flags = START_FRAME_FIRST End TransitionState = DOWN_DEFAULT UP_SNOW Model = ABPwrPlant_A4S Animation = ABPwrPlant_A4S.ABPwrPlant_A4S AnimationMode = ONCE AnimationSpeedFactorRange = 1.0 1.0 Flags = START_FRAME_FIRST End TransitionState = DOWN_DEFAULT UP_SNOWNIGHT Model = ABPwrPlant_A4SN Animation = ABPwrPlant_A4SN.ABPwrPlant_A4SN AnimationMode = ONCE AnimationSpeedFactorRange = 1.0 1.0 Flags = START_FRAME_FIRST End TransitionState = UP_DAY DOWN_DEFAULT Model = ABPwrPlant_A4 Animation = ABPwrPlant_A4.ABPwrPlant_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 = ABPwrPlant_A4N Animation = ABPwrPlant_A4N.ABPwrPlant_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 = ABPwrPlant_A4S Animation = ABPwrPlant_A4S.ABPwrPlant_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 = ABPwrPlant_A4SN Animation = ABPwrPlant_A4SN.ABPwrPlant_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 = ABPwrPlant_A6 Animation = ABPwrPlant_A6.ABPwrPlant_A6 AnimationMode = MANUAL Flags = START_FRAME_LAST TransitionKey = UP_DAY ParticleSysBone = SparksS01 BuildUpBlueSpark ParticleSysBone = SparksS02 BuildUpBlueSpark ParticleSysBone = SparksS03 SparksSmall ParticleSysBone = SparksS06 BuildUpBlueSpark End ConditionState = NIGHT PARTIALLY_CONSTRUCTED Model = ABPwrPlant_A6N Animation = ABPwrPlant_A6N.ABPwrPlant_A6N AnimationMode = MANUAL Flags = START_FRAME_LAST TransitionKey = UP_NIGHT ParticleSysBone = SparksS01 BuildUpBlueSpark ParticleSysBone = SparksS02 BuildUpBlueSpark ParticleSysBone = SparksS03 SparksSmall ParticleSysBone = SparksS06 BuildUpBlueSpark End ConditionState = SNOW PARTIALLY_CONSTRUCTED Model = ABPwrPlant_A6S Animation = ABPwrPlant_A6S.ABPwrPlant_A6S AnimationMode = MANUAL Flags = START_FRAME_LAST TransitionKey = UP_SNOW ParticleSysBone = SparksS01 BuildUpBlueSpark ParticleSysBone = SparksS02 BuildUpBlueSpark ParticleSysBone = SparksS03 SparksSmall ParticleSysBone = SparksS06 BuildUpBlueSpark End ConditionState = SNOW NIGHT PARTIALLY_CONSTRUCTED Model = ABPwrPlant_A6SN Animation = ABPwrPlant_A6SN.ABPwrPlant_A6SN AnimationMode = MANUAL Flags = START_FRAME_LAST TransitionKey = UP_SNOWNIGHT ParticleSysBone = SparksS01 BuildUpBlueSpark ParticleSysBone = SparksS02 BuildUpBlueSpark ParticleSysBone = SparksS03 SparksSmall ParticleSysBone = SparksS06 BuildUpBlueSpark End TransitionState = DOWN_DEFAULT UP_DAY Model = ABPwrPlant_A6 Animation = ABPwrPlant_A6.ABPwrPlant_A6 AnimationMode = ONCE AnimationSpeedFactorRange = 1.0 1.0 Flags = START_FRAME_FIRST End TransitionState = DOWN_DEFAULT UP_NIGHT Model = ABPwrPlant_A6N Animation = ABPwrPlant_A6N.ABPwrPlant_A6N AnimationMode = ONCE AnimationSpeedFactorRange = 1.0 1.0 Flags = START_FRAME_FIRST End TransitionState = DOWN_DEFAULT UP_SNOW Model = ABPwrPlant_A6S Animation = ABPwrPlant_A6S.ABPwrPlant_A6S AnimationMode = ONCE AnimationSpeedFactorRange = 1.0 1.0 Flags = START_FRAME_FIRST End TransitionState = DOWN_DEFAULT UP_SNOWNIGHT Model = ABPwrPlant_A6SN Animation = ABPwrPlant_A6SN.ABPwrPlant_A6SN AnimationMode = ONCE AnimationSpeedFactorRange = 1.0 1.0 Flags = START_FRAME_FIRST End TransitionState = UP_DAY DOWN_DEFAULT Model = ABPwrPlant_A6 Animation = ABPwrPlant_A6.ABPwrPlant_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 = ABPwrPlant_A6N Animation = ABPwrPlant_A6N.ABPwrPlant_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 = ABPwrPlant_A6S Animation = ABPwrPlant_A6S.ABPwrPlant_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 = ABPwrPlant_A6SN Animation = ABPwrPlant_A6SN.ABPwrPlant_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 = ABPwrPlant_A5 Animation = ABPwrPlant_A5.ABPwrPlant_A5 AnimationMode = LOOP TransitionKey = UP_DAY End ConditionState = NIGHT ACTIVELY_BEING_CONSTRUCTED Model = ABPwrPlant_A5N Animation = ABPwrPlant_A5N.ABPwrPlant_A5N AnimationMode = LOOP TransitionKey = UP_NIGHT End ConditionState = SNOW ACTIVELY_BEING_CONSTRUCTED Model = ABPwrPlant_A5S Animation = ABPwrPlant_A5S.ABPwrPlant_A5S AnimationMode = LOOP TransitionKey = UP_SNOW End ConditionState = SNOW NIGHT ACTIVELY_BEING_CONSTRUCTED Model = ABPwrPlant_A5SN Animation = ABPwrPlant_A5SN.ABPwrPlant_A5SN AnimationMode = LOOP TransitionKey = UP_SNOWNIGHT End TransitionState = DOWN_DEFAULT UP_DAY Model = ABPwrPlant_AB Animation = ABPwrPlant_AB.ABPwrPlant_AB AnimationMode = ONCE AnimationSpeedFactorRange = 1.0 1.0 Flags = START_FRAME_FIRST End TransitionState = DOWN_DEFAULT UP_NIGHT Model = ABPwrPlant_ABN Animation = ABPwrPlant_ABN.ABPwrPlant_ABN AnimationMode = ONCE AnimationSpeedFactorRange = 1.0 1.0 Flags = START_FRAME_FIRST End TransitionState = DOWN_DEFAULT UP_SNOW Model = ABPwrPlant_ABS Animation = ABPwrPlant_ABS.ABPwrPlant_ABS AnimationMode = ONCE AnimationSpeedFactorRange = 1.0 1.0 Flags = START_FRAME_FIRST End TransitionState = DOWN_DEFAULT UP_SNOWNIGHT Model = ABPwrPlant_ABSN Animation = ABPwrPlant_ABSN.ABPwrPlant_ABSN AnimationMode = ONCE AnimationSpeedFactorRange = 1.0 1.0 Flags = START_FRAME_FIRST End TransitionState = UP_DAY DOWN_DEFAULT Model = ABPwrPlant_AB Animation = ABPwrPlant_AB.ABPwrPlant_AB AnimationMode = ONCE_BACKWARDS AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly Flags = START_FRAME_LAST End TransitionState = UP_NIGHT DOWN_DEFAULT Model = ABPwrPlant_ABN Animation = ABPwrPlant_ABN.ABPwrPlant_ABN AnimationMode = ONCE_BACKWARDS AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly Flags = START_FRAME_LAST End TransitionState = UP_SNOW DOWN_DEFAULT Model = ABPwrPlant_ABS Animation = ABPwrPlant_ABS.ABPwrPlant_ABS AnimationMode = ONCE_BACKWARDS AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly Flags = START_FRAME_LAST End TransitionState = UP_SNOWNIGHT DOWN_DEFAULT Model = ABPwrPlant_ABSN Animation = ABPwrPlant_ABSN.ABPwrPlant_ABSN AnimationMode = ONCE_BACKWARDS AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly Flags = START_FRAME_LAST End End ; ---- the control rods ----- Draw = W3DModelDraw ModuleTag_05 OkToChangeModelColor = Yes ; no upgrade ConditionState = NONE Model ABPWRPLANT_A1 End AliasConditionState = SNOW AliasConditionState = NIGHT AliasConditionState = SNOW NIGHT ConditionState = DAMAGED Model ABPWRPLANT_A1D End AliasConditionState = DAMAGED SNOW AliasConditionState = DAMAGED NIGHT AliasConditionState = DAMAGED SNOW NIGHT ConditionState = REALLYDAMAGED RUBBLE Model ABPWRPLANT_A1E End AliasConditionState = REALLYDAMAGED RUBBLE SNOW AliasConditionState = REALLYDAMAGED RUBBLE NIGHT AliasConditionState = REALLYDAMAGED RUBBLE SNOW NIGHT ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED Model = ABPWRPLANT_A1 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT End AliasConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED SNOW AliasConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT AliasConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED SNOW NIGHT ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED DAMAGED Model = ABPWRPLANT_A1D Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT End AliasConditionState = DAMAGED AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED SNOW AliasConditionState = DAMAGED AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT AliasConditionState = DAMAGED AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED SNOW NIGHT ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED REALLYDAMAGED RUBBLE Model = ABPWRPLANT_A1E Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT End AliasConditionState = REALLYDAMAGED RUBBLE AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED SNOW AliasConditionState = REALLYDAMAGED RUBBLE AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT AliasConditionState = REALLYDAMAGED RUBBLE AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED SNOW NIGHT ; first to upgrade ConditionState = POWER_PLANT_UPGRADING Model ABPWRPLANT_A1 Animation = ABPWRPLANT_A1.ABPWRPLANT_A1 AnimationMode = ONCE Flags = START_FRAME_FIRST End AliasConditionState = POWER_PLANT_UPGRADING SNOW AliasConditionState = POWER_PLANT_UPGRADING NIGHT AliasConditionState = POWER_PLANT_UPGRADING SNOW NIGHT ConditionState = DAMAGED POWER_PLANT_UPGRADING Model ABPWRPLANT_A1D Animation = ABPWRPLANT_A1D.ABPWRPLANT_A1D AnimationMode = ONCE Flags = START_FRAME_FIRST End AliasConditionState = DAMAGED POWER_PLANT_UPGRADING SNOW AliasConditionState = DAMAGED POWER_PLANT_UPGRADING NIGHT AliasConditionState = DAMAGED POWER_PLANT_UPGRADING SNOW NIGHT ConditionState = REALLYDAMAGED RUBBLE POWER_PLANT_UPGRADING Model ABPWRPLANT_A1E Animation = ABPWRPLANT_A1E.ABPWRPLANT_A1E AnimationMode = ONCE Flags = START_FRAME_FIRST End AliasConditionState = REALLYDAMAGED RUBBLE POWER_PLANT_UPGRADING SNOW AliasConditionState = REALLYDAMAGED RUBBLE POWER_PLANT_UPGRADING NIGHT AliasConditionState = REALLYDAMAGED RUBBLE POWER_PLANT_UPGRADING SNOW NIGHT ; already upgraded ConditionState = POWER_PLANT_UPGRADED Model ABPWRPLANT_A1 Animation = ABPWRPLANT_A1.ABPWRPLANT_A1 AnimationMode = MANUAL Flags = START_FRAME_LAST End AliasConditionState = POWER_PLANT_UPGRADED SNOW AliasConditionState = POWER_PLANT_UPGRADED NIGHT AliasConditionState = POWER_PLANT_UPGRADED SNOW NIGHT ConditionState = DAMAGED POWER_PLANT_UPGRADED Model ABPWRPLANT_A1D Animation = ABPWRPLANT_A1D.ABPWRPLANT_A1D AnimationMode = MANUAL Flags = START_FRAME_LAST End AliasConditionState = DAMAGED POWER_PLANT_UPGRADED SNOW AliasConditionState = DAMAGED POWER_PLANT_UPGRADED NIGHT AliasConditionState = DAMAGED POWER_PLANT_UPGRADED SNOW NIGHT ConditionState = REALLYDAMAGED RUBBLE POWER_PLANT_UPGRADED Model ABPWRPLANT_A1E Animation = ABPWRPLANT_A1E.ABPWRPLANT_A1E AnimationMode = MANUAL Flags = START_FRAME_LAST End AliasConditionState = REALLYDAMAGED RUBBLE POWER_PLANT_UPGRADED SNOW AliasConditionState = REALLYDAMAGED RUBBLE POWER_PLANT_UPGRADED NIGHT AliasConditionState = REALLYDAMAGED RUBBLE POWER_PLANT_UPGRADED SNOW NIGHT ConditionState = AWAITING_CONSTRUCTION Model = NONE End AliasConditionState = AWAITING_CONSTRUCTION DAMAGED AliasConditionState = AWAITING_CONSTRUCTION REALLYDAMAGED AliasConditionState = AWAITING_CONSTRUCTION NIGHT AliasConditionState = AWAITING_CONSTRUCTION NIGHT DAMAGED AliasConditionState = AWAITING_CONSTRUCTION NIGHT REALLYDAMAGED AliasConditionState = AWAITING_CONSTRUCTION NIGHT SNOW AliasConditionState = AWAITING_CONSTRUCTION NIGHT SNOW DAMAGED AliasConditionState = AWAITING_CONSTRUCTION NIGHT SNOW REALLYDAMAGED AliasConditionState = AWAITING_CONSTRUCTION SNOW AliasConditionState = AWAITING_CONSTRUCTION SNOW DAMAGED AliasConditionState = AWAITING_CONSTRUCTION SNOW REALLYDAMAGED AliasConditionState = SOLD DAMAGED AliasConditionState = SOLD REALLYDAMAGED AliasConditionState = SOLD NIGHT AliasConditionState = SOLD NIGHT DAMAGED AliasConditionState = SOLD NIGHT REALLYDAMAGED AliasConditionState = SOLD NIGHT SNOW AliasConditionState = SOLD NIGHT SNOW DAMAGED AliasConditionState = SOLD NIGHT SNOW REALLYDAMAGED AliasConditionState = SOLD DAMAGED POWER_PLANT_UPGRADED AliasConditionState = SOLD REALLYDAMAGED POWER_PLANT_UPGRADED AliasConditionState = SOLD NIGHT POWER_PLANT_UPGRADED AliasConditionState = SOLD NIGHT DAMAGED POWER_PLANT_UPGRADED AliasConditionState = SOLD NIGHT REALLYDAMAGED POWER_PLANT_UPGRADED AliasConditionState = SOLD NIGHT SNOW POWER_PLANT_UPGRADED AliasConditionState = SOLD NIGHT SNOW DAMAGED POWER_PLANT_UPGRADED AliasConditionState = SOLD NIGHT SNOW REALLYDAMAGED POWER_PLANT_UPGRADED ;************************************************************************************************************************** End PlacementViewAngle = -45 ; ***DESIGN parameters *** DisplayName = OBJECT:ColdFusionReactor Side = America EditorSorting = STRUCTURE Prerequisites ; Object = AmericaCommandCenter End BuildCost = 800 BuildTime = 10.0 ; in seconds EnergyProduction = 5 EnergyBonus = 5 VisionRange = 200.0 ; Shroud clearing distance ShroudClearingRange = 200 ArmorSet Conditions = None Armor = StructureArmor DamageFX = StructureDamageFXNoShake End CommandSet = AmericaPowerPlantCommandSet ExperienceValue = 100 100 100 100 ; Experience point value at each level ; *** AUDIO Parameters *** VoiceSelect = ColdFusionReactorSelect SoundOnDamaged = BuildingDamagedStateLight SoundOnReallyDamaged = BuildingDestroy UnitSpecificSounds UnderConstruction = UnderConstructionLoop End ; *** ENGINEERING Parameters *** RadarPriority = STRUCTURE KindOf = PRELOAD STRUCTURE SELECTABLE IMMOBILE SCORE CAPTURABLE FS_POWER MP_COUNT_FOR_VICTORY Body = StructureBody ModuleTag_06 MaxHealth = 800.0 InitialHealth = 800.0 ; 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 = 1000 SubdualDamageHealRate = 500 SubdualDamageHealAmount = 100 End Behavior = PowerPlantUpgrade ModuleTag_07 TriggeredBy = Upgrade_AmericaAdvancedControlRods End Behavior = BaseRegenerateUpdate ModuleTag_08 ;No data End Behavior = PowerPlantUpdate ModuleTag_09 RodsExtendTime = 600 End Behavior = DestroyDie ModuleTag_10 ;nothing End Behavior = CreateObjectDie ModuleTag_11 CreationList = OCL_ABPowerPlantExplode End Behavior = CreateObjectDie ModuleTag_12 CreationList = OCL_AmericanRangerDebris02 ExemptStatus = UNDER_CONSTRUCTION End Behavior = FXListDie ModuleTag_13 DeathFX = FX_StructureSmallDeath End Behavior = ProductionUpdate ModuleTag_14 ; nothing End Behavior = FlammableUpdate ModuleTag_16 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_17 ;-------------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 Geometry = BOX GeometryMajorRadius = 22.0 GeometryMinorRadius = 30.0 GeometryHeight = 46.0 GeometryIsSmall = No Shadow = SHADOW_VOLUME BuildCompletion = PLACED_BY_PLAYER End ;------------------------------------------------------------------------------ Object AmericaParticleCannonUplink ; *** ART Parameters *** SelectPortrait = SAUplink_L ButtonImage = SAUplink Draw = W3DModelDraw ModuleTag_01 ExtraPublicBone = FX01 ExtraPublicBone = FX02 ExtraPublicBone = FX03 ExtraPublicBone = FX04 ExtraPublicBone = FX05 OkToChangeModelColor = Yes ; day ************************************** ConditionState = NONE Model = ABSDILink Animation = ABSDILink.ABSDILink AnimationMode = LOOP Flags = MAINTAIN_FRAME_ACROSS_STATES End ConditionState = DAMAGED Model = ABSDILink_D Animation = ABSDILink_D.ABSDILink_D AnimationMode = LOOP Flags = MAINTAIN_FRAME_ACROSS_STATES End ConditionState = REALLYDAMAGED RUBBLE Model = ABSDILink_E Animation = ABSDILink_E.ABSDILink_E AnimationMode = LOOP Flags = MAINTAIN_FRAME_ACROSS_STATES End ; night ************************************* ConditionState = NIGHT Model = ABSDILink_N Animation = ABSDILink_N.ABSDILink_N AnimationMode = LOOP Flags = MAINTAIN_FRAME_ACROSS_STATES End ConditionState = DAMAGED NIGHT Model = ABSDILink_DN Animation = ABSDILink_DN.ABSDILink_DN AnimationMode = LOOP Flags = MAINTAIN_FRAME_ACROSS_STATES End ConditionState = REALLYDAMAGED RUBBLE NIGHT Model = ABSDILink_EN Animation = ABSDILink_EN.ABSDILink_EN AnimationMode = LOOP Flags = MAINTAIN_FRAME_ACROSS_STATES End ; day snow ************************************** ConditionState = SNOW Model = ABSDILink_S Animation = ABSDILink_S.ABSDILink_S AnimationMode = LOOP Flags = MAINTAIN_FRAME_ACROSS_STATES End ConditionState = DAMAGED SNOW Model = ABSDILink_DS Animation = ABSDILink_DS.ABSDILink_DS AnimationMode = LOOP Flags = MAINTAIN_FRAME_ACROSS_STATES End ConditionState = REALLYDAMAGED RUBBLE SNOW Model = ABSDILink_ES Animation = ABSDILink_ES.ABSDILink_ES AnimationMode = LOOP Flags = MAINTAIN_FRAME_ACROSS_STATES End ; night snow ************************************* ConditionState = NIGHT SNOW Model = ABSDILink_NS Animation = ABSDILink_NS.ABSDILink_NS AnimationMode = LOOP Flags = MAINTAIN_FRAME_ACROSS_STATES End ConditionState = DAMAGED NIGHT SNOW Model = ABSDILink_DNS Animation = ABSDILink_DNS.ABSDILink_DNS AnimationMode = LOOP Flags = MAINTAIN_FRAME_ACROSS_STATES End ConditionState = REALLYDAMAGED RUBBLE NIGHT SNOW Model = ABSDILink_ENS Animation = ABSDILink_ENS.ABSDILink_ENS AnimationMode = LOOP Flags = MAINTAIN_FRAME_ACROSS_STATES 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 = ABSDILink Animation = ABSDILink.ABSDILink AnimationMode = LOOP Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT End ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED DAMAGED Model = ABSDILink_D Animation = ABSDILink_D.ABSDILink_D AnimationMode = LOOP Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT End ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED REALLYDAMAGED Model = ABSDILink_E Animation = ABSDILink_E.ABSDILink_E AnimationMode = LOOP Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT End ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT Model = ABSDILink_N Animation = ABSDILink_N.ABSDILink_N AnimationMode = LOOP Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT End ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT DAMAGED Model = ABSDILink_DN Animation = ABSDILink_DN.ABSDILink_DN AnimationMode = LOOP Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT End ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT REALLYDAMAGED Model = ABSDILink_EN Animation = ABSDILink_EN.ABSDILink_EN AnimationMode = LOOP Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT End ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED SNOW Model = ABSDILink_S Animation = ABSDILink_S.ABSDILink_S AnimationMode = LOOP Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT End ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED SNOW DAMAGED Model = ABSDILink_DS Animation = ABSDILink_DS.ABSDILink_DS AnimationMode = LOOP Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT End ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED SNOW REALLYDAMAGED Model = ABSDILink_ES Animation = ABSDILink_ES.ABSDILink_ES AnimationMode = LOOP Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT End ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT SNOW Model = ABSDILink_NS Animation = ABSDILink_NS.ABSDILink_NS AnimationMode = LOOP Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT End ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT SNOW DAMAGED Model = ABSDILink_DNS Animation = ABSDILink_DNS.ABSDILink_DNS AnimationMode = LOOP Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT End ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT SNOW REALLYDAMAGED Model = ABSDILink_ENS Animation = ABSDILink_ENS.ABSDILink_ENS AnimationMode = LOOP Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT End ConditionState = AWAITING_CONSTRUCTION Model = NONE End AliasConditionState = AWAITING_CONSTRUCTION DAMAGED AliasConditionState = AWAITING_CONSTRUCTION REALLYDAMAGED AliasConditionState = AWAITING_CONSTRUCTION NIGHT AliasConditionState = AWAITING_CONSTRUCTION NIGHT DAMAGED AliasConditionState = AWAITING_CONSTRUCTION NIGHT REALLYDAMAGED AliasConditionState = AWAITING_CONSTRUCTION SNOW AliasConditionState = AWAITING_CONSTRUCTION SNOW DAMAGED AliasConditionState = AWAITING_CONSTRUCTION SNOW REALLYDAMAGED AliasConditionState = AWAITING_CONSTRUCTION NIGHT SNOW AliasConditionState = AWAITING_CONSTRUCTION NIGHT SNOW DAMAGED AliasConditionState = AWAITING_CONSTRUCTION NIGHT SNOW REALLYDAMAGED AliasConditionState = SOLD AliasConditionState = SOLD DAMAGED AliasConditionState = SOLD REALLYDAMAGED AliasConditionState = SOLD NIGHT AliasConditionState = SOLD NIGHT DAMAGED AliasConditionState = SOLD NIGHT REALLYDAMAGED AliasConditionState = SOLD SNOW AliasConditionState = SOLD SNOW DAMAGED AliasConditionState = SOLD SNOW REALLYDAMAGED AliasConditionState = SOLD NIGHT SNOW AliasConditionState = SOLD NIGHT SNOW DAMAGED AliasConditionState = SOLD NIGHT SNOW REALLYDAMAGED ;************************************************************************************************************************** End ;------------ the cannon section (hatch, dish animations) ----------- Draw = W3DModelDraw ModuleTag_02 ExtraPublicBone = FXConnector ExtraPublicBone = FXMain OkToChangeModelColor = Yes ; day ************************************** ConditionState = NONE Model = ABSDILink_A1 Animation = ABSDILink_A1.ABSDILink_A1 AnimationMode = MANUAL Flags = START_FRAME_FIRST End AliasConditionState = NIGHT AliasConditionState = NIGHT SNOW AliasConditionState = SNOW ConditionState = DAMAGED Model = ABSDILink_A1D Animation = ABSDILink_A1D.ABSDILink_A1D AnimationMode = MANUAL Flags = START_FRAME_FIRST End AliasConditionState = NIGHT DAMAGED AliasConditionState = NIGHT SNOW DAMAGED AliasConditionState = SNOW DAMAGED ConditionState = REALLYDAMAGED RUBBLE Model = ABSDILink_A1E Animation = ABSDILink_A1E.ABSDILink_A1E AnimationMode = MANUAL Flags = START_FRAME_FIRST End AliasConditionState = NIGHT REALLYDAMAGED RUBBLE AliasConditionState = NIGHT SNOW REALLYDAMAGED RUBBLE AliasConditionState = SNOW REALLYDAMAGED RUBBLE ConditionState = AWAITING_CONSTRUCTION Model = None End AliasConditionState = NIGHT AWAITING_CONSTRUCTION AliasConditionState = NIGHT SNOW AWAITING_CONSTRUCTION AliasConditionState = SNOW AWAITING_CONSTRUCTION ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED Model = ABSDILink_A1 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT End AliasConditionState = NIGHT AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED AliasConditionState = NIGHT SNOW AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED AliasConditionState = SNOW AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED DAMAGED Model = ABSDILink_A1D Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT End AliasConditionState = NIGHT AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED DAMAGED AliasConditionState = NIGHT SNOW AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED DAMAGED AliasConditionState = SNOW AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED DAMAGED ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED REALLYDAMAGED RUBBLE Model = ABSDILink_A1E Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT End AliasConditionState = NIGHT AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED REALLYDAMAGED RUBBLE AliasConditionState = NIGHT SNOW AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED REALLYDAMAGED RUBBLE AliasConditionState = SNOW AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED REALLYDAMAGED RUBBLE ;Preparing to fire! ConditionState = UNPACKING Model = ABSDILink_A1 Animation = ABSDILink_A1.ABSDILink_A1 AnimationMode = ONCE Flags = MAINTAIN_FRAME_ACROSS_STATES2 End AliasConditionState = NIGHT UNPACKING AliasConditionState = NIGHT SNOW UNPACKING AliasConditionState = SNOW UNPACKING ConditionState = UNPACKING DAMAGED Model = ABSDILink_A1D Animation = ABSDILink_A1D.ABSDILink_A1D AnimationMode = ONCE Flags = MAINTAIN_FRAME_ACROSS_STATES2 End AliasConditionState = NIGHT UNPACKING DAMAGED AliasConditionState = NIGHT SNOW UNPACKING DAMAGED AliasConditionState = SNOW UNPACKING DAMAGED ConditionState = UNPACKING REALLYDAMAGED RUBBLE Model = ABSDILink_A1E Animation = ABSDILink_A1E.ABSDILink_A1E AnimationMode = ONCE Flags = MAINTAIN_FRAME_ACROSS_STATES2 End AliasConditionState = NIGHT UNPACKING REALLYDAMAGED RUBBLE AliasConditionState = NIGHT SNOW UNPACKING REALLYDAMAGED RUBBLE AliasConditionState = SNOW UNPACKING REALLYDAMAGED RUBBLE ;Ready to fire -- or firing! ConditionState = DEPLOYED Model = ABSDILink_A1 Animation = ABSDILink_A1.ABSDILink_A1 AnimationMode = MANUAL Flags = START_FRAME_LAST End AliasConditionState = NIGHT DEPLOYED AliasConditionState = NIGHT SNOW DEPLOYED AliasConditionState = SNOW DEPLOYED ConditionState = DEPLOYED DAMAGED Model = ABSDILink_A1D Animation = ABSDILink_A1D.ABSDILink_A1D AnimationMode = MANUAL Flags = START_FRAME_LAST End AliasConditionState = NIGHT DEPLOYED DAMAGED AliasConditionState = NIGHT SNOW DEPLOYED DAMAGED AliasConditionState = SNOW DEPLOYED DAMAGED ConditionState = DEPLOYED REALLYDAMAGED RUBBLE Model = ABSDILink_A1E Animation = ABSDILink_A1E.ABSDILink_A1E AnimationMode = MANUAL Flags = START_FRAME_LAST End AliasConditionState = NIGHT DEPLOYED REALLYDAMAGED RUBBLE AliasConditionState = NIGHT SNOW DEPLOYED REALLYDAMAGED RUBBLE AliasConditionState = SNOW DEPLOYED REALLYDAMAGED RUBBLE ;Packing up (recharging for new attack) ConditionState = PACKING Model = ABSDILink_A1 Animation = ABSDILink_A1.ABSDILink_A1 AnimationMode = ONCE_BACKWARDS Flags = MAINTAIN_FRAME_ACROSS_STATES3 End AliasConditionState = NIGHT PACKING AliasConditionState = NIGHT SNOW PACKING AliasConditionState = SNOW PACKING ConditionState = PACKING DAMAGED Model = ABSDILink_A1D Animation = ABSDILink_A1D.ABSDILink_A1D AnimationMode = ONCE_BACKWARDS Flags = MAINTAIN_FRAME_ACROSS_STATES3 End AliasConditionState = NIGHT PACKING DAMAGED AliasConditionState = NIGHT SNOW PACKING DAMAGED AliasConditionState = SNOW PACKING DAMAGED ConditionState = PACKING REALLYDAMAGED RUBBLE Model = ABSDILink_A1E Animation = ABSDILink_A1E.ABSDILink_A1E AnimationMode = ONCE_BACKWARDS Flags = MAINTAIN_FRAME_ACROSS_STATES3 End AliasConditionState = NIGHT PACKING REALLYDAMAGED RUBBLE AliasConditionState = NIGHT SNOW PACKING REALLYDAMAGED RUBBLE AliasConditionState = SNOW PACKING REALLYDAMAGED RUBBLE ConditionState = SOLD DEPLOYED Model = NONE End ConditionState = SOLD SNOW DEPLOYED Model = NONE End ConditionState = SOLD NIGHT DEPLOYED Model = NONE End ConditionState = SOLD NIGHT SNOW DEPLOYED Model = NONE End End ; ------------ construction-zone fence ----------------- Draw = W3DModelDraw ModuleTag_03 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 = ABSDILink_A4 Animation = ABSDILink_A4.ABSDILink_A4 AnimationMode = MANUAL Flags = START_FRAME_LAST TransitionKey = UP_DAY ParticleSysBone = SmokeS01 SmokeBuildingSmall ParticleSysBone = SparksS01 LiveWireSparks02 End ConditionState = NIGHT AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED Model = ABSDILink_A4N Animation = ABSDILink_A4N.ABSDILink_A4N AnimationMode = MANUAL Flags = START_FRAME_LAST TransitionKey = UP_NIGHT ParticleSysBone = SmokeS01 SmokeBuildingSmall ParticleSysBone = SparksS01 LiveWireSparks02 End ConditionState = SNOW AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED Model = ABSDILink_A4S Animation = ABSDILink_A4S.ABSDILink_A4S AnimationMode = MANUAL Flags = START_FRAME_LAST TransitionKey = UP_SNOW ParticleSysBone = SmokeS01 SmokeBuildingSmall ParticleSysBone = SparksS01 LiveWireSparks02 End ConditionState = SNOW NIGHT AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED Model = ABSDILink_A4SN Animation = ABSDILink_A4SN.ABSDILink_A4SN AnimationMode = MANUAL Flags = START_FRAME_LAST TransitionKey = UP_SNOWNIGHT ParticleSysBone = SmokeS01 SmokeBuildingSmall ParticleSysBone = SparksS01 LiveWireSparks02 End TransitionState = DOWN_DEFAULT UP_DAY Model = ABSDILink_A4 Animation = ABSDILink_A4.ABSDILink_A4 AnimationMode = ONCE AnimationSpeedFactorRange = 1.0 1.0 Flags = START_FRAME_FIRST End TransitionState = DOWN_DEFAULT UP_NIGHT Model = ABSDILink_A4N Animation = ABSDILink_A4N.ABSDILink_A4N AnimationMode = ONCE AnimationSpeedFactorRange = 1.0 1.0 Flags = START_FRAME_FIRST End TransitionState = DOWN_DEFAULT UP_SNOW Model = ABSDILink_A4S Animation = ABSDILink_A4S.ABSDILink_A4S AnimationMode = ONCE AnimationSpeedFactorRange = 1.0 1.0 Flags = START_FRAME_FIRST End TransitionState = DOWN_DEFAULT UP_SNOWNIGHT Model = ABSDILink_A4SN Animation = ABSDILink_A4SN.ABSDILink_A4SN AnimationMode = ONCE AnimationSpeedFactorRange = 1.0 1.0 Flags = START_FRAME_FIRST End TransitionState = UP_DAY DOWN_DEFAULT Model = ABSDILink_A4 Animation = ABSDILink_A4.ABSDILink_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 = ABSDILink_A4N Animation = ABSDILink_A4N.ABSDILink_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 = ABSDILink_A4S Animation = ABSDILink_A4S.ABSDILink_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 = ABSDILink_A4SN Animation = ABSDILink_A4SN.ABSDILink_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_04 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 = ABSDILink_A6 Animation = ABSDILink_A6.ABSDILink_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 End ConditionState = NIGHT PARTIALLY_CONSTRUCTED Model = ABSDILink_A6N Animation = ABSDILink_A6N.ABSDILink_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 End ConditionState = SNOW PARTIALLY_CONSTRUCTED Model = ABSDILink_A6S Animation = ABSDILink_A6S.ABSDILink_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 End ConditionState = SNOW NIGHT PARTIALLY_CONSTRUCTED Model = ABSDILink_A6SN Animation = ABSDILink_A6SN.ABSDILink_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 End TransitionState = DOWN_DEFAULT UP_DAY Model = ABSDILink_A6 Animation = ABSDILink_A6.ABSDILink_A6 AnimationMode = ONCE AnimationSpeedFactorRange = 1.0 1.0 Flags = START_FRAME_FIRST End TransitionState = DOWN_DEFAULT UP_NIGHT Model = ABSDILink_A6N Animation = ABSDILink_A6N.ABSDILink_A6N AnimationMode = ONCE AnimationSpeedFactorRange = 1.0 1.0 Flags = START_FRAME_FIRST End TransitionState = DOWN_DEFAULT UP_SNOW Model = ABSDILink_A6S Animation = ABSDILink_A6S.ABSDILink_A6S AnimationMode = ONCE AnimationSpeedFactorRange = 1.0 1.0 Flags = START_FRAME_FIRST End TransitionState = DOWN_DEFAULT UP_SNOWNIGHT Model = ABSDILink_A6SN Animation = ABSDILink_A6SN.ABSDILink_A6SN AnimationMode = ONCE AnimationSpeedFactorRange = 1.0 1.0 Flags = START_FRAME_FIRST End TransitionState = UP_DAY DOWN_DEFAULT Model = ABSDILink_A6 Animation = ABSDILink_A6.ABSDILink_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 = ABSDILink_A6N Animation = ABSDILink_A6N.ABSDILink_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 = ABSDILink_A6S Animation = ABSDILink_A6S.ABSDILink_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 = ABSDILink_A6SN Animation = ABSDILink_A6SN.ABSDILink_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_05 AnimationsRequirePower = No DefaultConditionState Model = None TransitionKey = DOWN_DEFAULT End ConditionState = NIGHT Model = None TransitionKey = DOWN_DEFAULT End ConditionState = SNOW Model = None TransitionKey = DOWN_DEFAULT End ConditionState = SNOW NIGHT Model = None TransitionKey = DOWN_DEFAULT End ConditionState = SOLD Model = NONE End ConditionState = ACTIVELY_BEING_CONSTRUCTED Model = ABSDILink_A5 Animation = ABSDILink_A5.ABSDILink_A5 AnimationMode = LOOP TransitionKey = UP_DAY End ConditionState = NIGHT ACTIVELY_BEING_CONSTRUCTED Model = ABSDILink_A5N Animation = ABSDILink_A5N.ABSDILink_A5N AnimationMode = LOOP TransitionKey = UP_NIGHT End ConditionState = SNOW ACTIVELY_BEING_CONSTRUCTED Model = ABSDILink_A5S Animation = ABSDILink_A5S.ABSDILink_A5S AnimationMode = LOOP TransitionKey = UP_SNOW End ConditionState = SNOW NIGHT ACTIVELY_BEING_CONSTRUCTED Model = ABSDILink_A5SN Animation = ABSDILink_A5SN.ABSDILink_A5SN AnimationMode = LOOP TransitionKey = UP_SNOWNIGHT End TransitionState = DOWN_DEFAULT UP_DAY Model = ABSDILink_AB Animation = ABSDILink_AB.ABSDILink_AB AnimationMode = ONCE AnimationSpeedFactorRange = 1.0 1.0 Flags = START_FRAME_FIRST End TransitionState = DOWN_DEFAULT UP_NIGHT Model = ABSDILink_ABN Animation = ABSDILink_ABN.ABSDILink_ABN AnimationMode = ONCE AnimationSpeedFactorRange = 1.0 1.0 Flags = START_FRAME_FIRST End TransitionState = DOWN_DEFAULT UP_SNOW Model = ABSDILink_ABS Animation = ABSDILink_ABS.ABSDILink_ABS AnimationMode = ONCE AnimationSpeedFactorRange = 1.0 1.0 Flags = START_FRAME_FIRST End TransitionState = DOWN_DEFAULT UP_SNOWNIGHT Model = ABSDILink_ABSN Animation = ABSDILink_ABSN.ABSDILink_ABSN AnimationMode = ONCE AnimationSpeedFactorRange = 1.0 1.0 Flags = START_FRAME_FIRST End TransitionState = UP_DAY DOWN_DEFAULT Model = ABSDILink_AB Animation = ABSDILink_AB.ABSDILink_AB AnimationMode = ONCE_BACKWARDS AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly Flags = START_FRAME_LAST End TransitionState = UP_NIGHT DOWN_DEFAULT Model = ABSDILink_ABN Animation = ABSDILink_ABN.ABSDILink_ABN AnimationMode = ONCE_BACKWARDS AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly Flags = START_FRAME_LAST End TransitionState = UP_SNOW DOWN_DEFAULT Model = ABSDILink_ABS Animation = ABSDILink_ABS.ABSDILink_ABS AnimationMode = ONCE_BACKWARDS AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly Flags = START_FRAME_LAST End TransitionState = UP_SNOWNIGHT DOWN_DEFAULT Model = ABSDILink_ABSN Animation = ABSDILink_ABSN.ABSDILink_ABSN 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:ParticleCannon Side = America EditorSorting = STRUCTURE Prerequisites Object = AmericaStrategyCenter End BuildCost = 5000 BuildTime = 60.0 ; in seconds EnergyProduction = -10 VisionRange = 200.0 ; Shroud clearing distance ShroudClearingRange = 200 ShroudRevealToAllRange = 60 ; Reveals shroud to all players at a specific amount which can be different. ; Using same value? Then use KINDOF_REVEAL_TO_ALL instead! ArmorSet Conditions = None Armor = StructureArmorTough DamageFX = StructureDamageFXNoShake End CommandSet = AmericaParticleUplinkCannonCommandSet ExperienceValue = 400 400 400 400 ; Experience point value at each level MaxSimultaneousOfType = DeterminedBySuperweaponRestriction ; Normally unlimited, but can be selected by players in multiplayer games MaxSimultaneousLinkKey = Superweapon ; Count all superweapons **AND THE GLA SCUD STORM REBUILD HOLE** as one "type" for MaxSimultaneousOfType ; *** AUDIO Parameters *** VoiceSelect = ParticleCannonSelect SoundOnDamaged = BuildingDamagedStateLight SoundOnReallyDamaged = BuildingDestroy UnitSpecificSounds UnderConstruction = UnderConstructionLoop End ; *** ENGINEERING Parameters *** RadarPriority = STRUCTURE KindOf = PRELOAD STRUCTURE SELECTABLE IMMOBILE SCORE CAPTURABLE FS_TECHNOLOGY POWERED MP_COUNT_FOR_VICTORY FS_SUPERWEAPON Body = StructureBody ModuleTag_06 MaxHealth = 4000.0 InitialHealth = 4000.0 ; 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 = 4200 SubdualDamageHealRate = 500 SubdualDamageHealAmount = 100 End Behavior = BaseRegenerateUpdate ModuleTag_07 ;No data End Behavior = SpecialPowerCreate ModuleTag_16 ;nothing End Behavior = SpecialAbility ModuleTag_11 SpecialPowerTemplate = SuperweaponParticleUplinkCannon UpdateModuleStartsAttack = Yes End Behavior = ParticleUplinkCannonUpdate ModuleTag_12 SpecialPowerTemplate = SuperweaponParticleUplinkCannon ;The values trigger the various pre-stages before being ready to actually fire. ;The total combined value of these determines the first sign of activity in the ;cannon. BeginChargeTime = 5000 ;The outer nodes begin to charge. RaiseAntennaTime = 4667 ;The hatch opens and raises antenna (matches animation speed) ReadyDelayTime = 2000 ;The time after antenna is raised prior to being ready to fire. ;***NOTE -- these values effect gameplay***** TotalFiringTime = 10000 ;The total ground contact time of the beam DamagePerSecond = 400 ;Amount of damage inflicted per second TotalDamagePulses = 40 ;The total number of damage pulses -- less means more damage per pulse, but less accurate WidthGrowTime = 2000 ;The amount of time it takes for the beam to reach full diameter (same value used for shrinking) BeamTravelTime = 2500 ;How long it takes for the beam to hit the ground after leaving the firing dish. DamageType = PARTICLE_BEAM ;Type of damage inflicted. DamageRadiusScalar = 3.4 ;Multiplies the radius (relative to beam diameter) so that things close to the beam can get hit too! RevealRange = 50.0 ;Grants gratuitous vision for the player launching the target as the beam cuts it's swath of death. ;******************************************** ;Bone names for required elements OuterEffectBoneName = FX ;The base name for the outer node bones. OuterEffectNumBones = 5 ;The number of outer nodes. ConnectorBoneName = FXConnector ;The name of the bone where the connector lasers meet. FireBoneName = FXMain ;The name of the bone where the main beam is fired from. ;These are particle systems tied to the outer nodes in varying intensities. OuterNodesLightFlareParticleSystem = ParticleUplinkCannon_OuterNodeLightFlare OuterNodesMediumFlareParticleSystem = ParticleUplinkCannon_OuterNodeMediumFlare OuterNodesIntenseFlareParticleSystem = ParticleUplinkCannon_OuterNodeIntenseFlare ;The connectors system connects each of the outer nodes to the central node that receives ;the lasers from outside. ConnectorMediumLaserName = ParticleUplinkCannon_MediumConnectorLaser ConnectorIntenseLaserName = ParticleUplinkCannon_IntenseConnectorLaser ;Currently commented out -- These ;ConnectorMediumFlare = ParticleUplinkCannon_InnerConnectorMediumFlare ;ConnectorIntenseFlare = ParticleUplinkCannon_InnerConnectorIntenseFlare ;This is the name of the bone on the building where the beam is fired from LaserBaseLightFlareParticleSystemName = ParticleUplinkCannon_LaserBaseReadyToFire ParticleBeamLaserName = ParticleUplinkCannon_OrbitalLaser GroundHitFX = FX_ParticleUplinkCannon_BeamHitsGround ;TotalScorchMarks determines how many times this gets called. ;The flare fxlist that is played over and over during the beam firing process. Be ;mindful of the delay because that effects both art and sound. BeamLaunchFX = FX_ParticleUplinkCannon_BeamLaunchIteration DelayBetweenLaunchFX = 1000 ;Each scorch mark creates an object in the world, so while making more looks better ;it becomes a performance issue. The scalar will calculate the size of the scorch ;mark to make based on the current size of the beam (which changes dynamically). The ;number also matches the number of times the "GroundHitFX" is called. TotalScorchMarks = 20 ScorchMarkScalar = 2.4 ;***NOTE -- these values effect gameplay*** ;The swath of death is the path the laser tracers centered on the targeted position. ;If the amplitude is zero, the line will go straight, with a higher value, it'll do ;a sine wave iteration, but always goes through the target point. SwathOfDeathDistance = 200.0 SwathOfDeathAmplitude = 50.0 ManualDrivingSpeed = 20 ManualFastDrivingSpeed = 40 DoubleClickToFastDriveDelay = 500 ;***SOUNDS!**** PoweringUpSoundLoop = ParticleUplinkCannon_PowerupSoundLoop UnpackToIdleSoundLoop = ParticleUplinkCannon_UnpackToIdleSoundLoop FiringToPackSoundLoop = ParticleUplinkCannon_FiringToPackSoundLoop GroundAnnihilationSoundLoop = ParticleUplinkCannon_GroundAnnihilationSoundLoop ;The trail left behind creates an object that inflicts extra damage for a short period of time. DamagePulseRemnantObjectName = ParticleUplinkCannonTrailRemnant End Behavior = FlammableUpdate ModuleTag_14 AflameDuration = 5000 ; If I catch fire, I'll burn for this long... AflameDamageAmount = 5 ; taking this much damage... AflameDamageDelay = 500 ; this often. End Behavior = ProductionUpdate ModuleTag_15 ; This is needed in order to get a public timer to work! End Behavior = TransitionDamageFX ModuleTag_17 ;-------------DESIGNED FOR MEDIUM SIZED FACTION BUILDING TRANSITIONS------------------- DamagedParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionMediumSmoke ;--------------------------------------------------------------------------------------- ReallyDamagedParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionMediumSmoke ReallyDamagedParticleSystem2 = Bone:None RandomBone:No PSys:StructureTransitionMediumExplosion ReallyDamagedParticleSystem3 = Bone:None RandomBone:No PSys:StructureTransitionMediumShockwave End Behavior = SlowDeathBehavior ModuleTag_18 ; don't run this death if we are under construction... ExemptStatus = UNDER_CONSTRUCTION DestructionDelay = 2000 FX = INITIAL FX_ParticleUplinkDeathInitial OCL = INITIAL OCL_SDILinkLasers FX = FINAL FX_StructureMediumDeath OCL = FINAL OCL_ParticleUplinkDeathFinal End Behavior = InstantDeathBehavior ModuleTag_19 ; if we are under construction, use this death instead RequiredStatus = UNDER_CONSTRUCTION OCL = OCL_ABPowerPlantExplode FX = FX_StructureMediumDeath End Geometry = BOX GeometryMajorRadius = 64.0 GeometryMinorRadius = 38.0 GeometryHeight = 38.0 GeometryIsSmall = No Shadow = SHADOW_VOLUME BuildCompletion = PLACED_BY_PLAYER End ;------------------------------------------------------------------------------ Object SDILasers Draw = W3DModelDraw ModuleTag_01 OkToChangeModelColor = Yes ConditionState = NONE Model = ABSDILink_L Animation = ABSDILink_L.ABSDILink_L AnimationMode = ONCE End End Behavior = LifetimeUpdate ModuleTag_02 MinLifetime = 3000 ; min lifetime in msec MaxLifetime = 3000 ; max lifetime in msec End Body = HighlanderBody ModuleTag_03 MaxHealth = 1.0 InitialHealth = 1.0 End Behavior = DestroyDie ModuleTag_04 ; End End ;------------------------------------------------------------------------------ Object AmericaStrategyCenter ; *** ART Parameters *** SelectPortrait = SAStrategyCenter_L ButtonImage = SAStrategyCenter Draw = W3DModelDraw ModuleTag_01 OkToChangeModelColor = Yes ; day *************************************************** ConditionState = NONE Model = ABStrategy Animation = ABStrategy.ABStrategy AnimationMode = LOOP End ConditionState = DAMAGED Model = ABStrategy_D Animation = ABStrategy_D.ABStrategy_D AnimationMode = LOOP End ConditionState = REALLYDAMAGED RUBBLE Model = ABStrategy_E Animation = ABStrategy_E.ABStrategy_E AnimationMode = LOOP End ; SNOW *************************************************** ConditionState = SNOW Model = ABStrategy_S Animation = ABStrategy_S.ABStrategy_S AnimationMode = LOOP End ConditionState = DAMAGED SNOW Model = ABStrategy_DS Animation = ABStrategy_DS.ABStrategy_DS AnimationMode = LOOP End ConditionState = REALLYDAMAGED RUBBLE SNOW Model = ABStrategy_ES Animation = ABStrategy_ES.ABStrategy_ES AnimationMode = LOOP End ; night ************************************************** ConditionState = NIGHT Model = ABStrategy_N Animation = ABStrategy_N.ABStrategy_N AnimationMode = ONCE_BACKWARDS Flags = START_FRAME_FIRST End ConditionState = NIGHT DAMAGED Model = ABStrategy_DN Animation = ABStrategy_DN.ABStrategy_DN AnimationMode = LOOP End ConditionState = NIGHT REALLYDAMAGED RUBBLE Model = ABStrategy_EN Animation = ABStrategy_EN.ABStrategy_EN AnimationMode = LOOP End ; night Snow************************************************** ConditionState = NIGHT SNOW Model = ABStrategy_NS Animation = ABStrategy_NS.ABStrategy_NS AnimationMode = ONCE_BACKWARDS Flags = START_FRAME_FIRST End ConditionState = NIGHT DAMAGED SNOW Model = ABStrategy_DNS Animation = ABStrategy_DNS.ABStrategy_DNS AnimationMode = LOOP End ConditionState = NIGHT REALLYDAMAGED RUBBLE SNOW Model = ABStrategy_ENS Animation = ABStrategy_ENS.ABStrategy_ENS AnimationMode = LOOP End ;************************************************************************************************************************** ;This block handles every possible case with construction process, selling process, awaiting construction, and sold states ;for this draw module ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED Model = ABStrategy Animation = ABStrategy.ABStrategy AnimationMode = LOOP Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT End ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED DAMAGED Model = ABStrategy_D Animation = ABStrategy_D.ABStrategy_D AnimationMode = LOOP Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT End ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED REALLYDAMAGED Model = ABStrategy_E Animation = ABStrategy_E.ABStrategy_E AnimationMode = LOOP Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT End ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT Model = ABStrategy_N Animation = ABStrategy_N.ABStrategy_N AnimationMode = LOOP Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT End ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT DAMAGED Model = ABStrategy_DN Animation = ABStrategy_DN.ABStrategy_DN AnimationMode = LOOP Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT End ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT REALLYDAMAGED Model = ABStrategy_EN Animation = ABStrategy_EN.ABStrategy_EN AnimationMode = LOOP Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT End ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED SNOW Model = ABStrategy_S Animation = ABStrategy_S.ABStrategy_S AnimationMode = LOOP Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT End ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED SNOW DAMAGED Model = ABStrategy_DS Animation = ABStrategy_DS.ABStrategy_DS AnimationMode = LOOP Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT End ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED SNOW REALLYDAMAGED Model = ABStrategy_ES Animation = ABStrategy_ES.ABStrategy_ES AnimationMode = LOOP Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT End ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT SNOW Model = ABStrategy_NS Animation = ABStrategy_NS.ABStrategy_NS AnimationMode = LOOP Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT End ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT SNOW DAMAGED Model = ABStrategy_DNS Animation = ABStrategy_DNS.ABStrategy_DNS AnimationMode = LOOP Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT End ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT SNOW REALLYDAMAGED Model = ABStrategy_ENS Animation = ABStrategy_ENS.ABStrategy_ENS AnimationMode = LOOP Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT End ConditionState = AWAITING_CONSTRUCTION Model = NONE End AliasConditionState = AWAITING_CONSTRUCTION DAMAGED AliasConditionState = AWAITING_CONSTRUCTION REALLYDAMAGED AliasConditionState = AWAITING_CONSTRUCTION NIGHT AliasConditionState = AWAITING_CONSTRUCTION NIGHT DAMAGED AliasConditionState = AWAITING_CONSTRUCTION NIGHT REALLYDAMAGED AliasConditionState = AWAITING_CONSTRUCTION SNOW AliasConditionState = AWAITING_CONSTRUCTION SNOW DAMAGED AliasConditionState = AWAITING_CONSTRUCTION SNOW REALLYDAMAGED AliasConditionState = AWAITING_CONSTRUCTION NIGHT SNOW AliasConditionState = AWAITING_CONSTRUCTION NIGHT SNOW DAMAGED AliasConditionState = AWAITING_CONSTRUCTION NIGHT SNOW REALLYDAMAGED AliasConditionState = SOLD AliasConditionState = SOLD DAMAGED AliasConditionState = SOLD REALLYDAMAGED AliasConditionState = SOLD NIGHT AliasConditionState = SOLD NIGHT DAMAGED AliasConditionState = SOLD NIGHT REALLYDAMAGED AliasConditionState = SOLD SNOW AliasConditionState = SOLD SNOW DAMAGED AliasConditionState = SOLD SNOW REALLYDAMAGED AliasConditionState = SOLD NIGHT SNOW AliasConditionState = SOLD NIGHT SNOW DAMAGED AliasConditionState = SOLD NIGHT SNOW REALLYDAMAGED ;************************************************************************************************************************** End ; ------------ construction-zone fence ----------------- Draw = W3DModelDraw ModuleTag_02 AnimationsRequirePower = No OkToChangeModelColor = Yes 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 = ABStrategy_A4 Animation = ABStrategy_A4.ABStrategy_A4 AnimationMode = MANUAL Flags = START_FRAME_LAST TransitionKey = UP_DAY ParticleSysBone = SparksS01 LiveWireSparks02 ParticleSysBone = SmokeS01 SmokeBuildingSmall End ConditionState = NIGHT AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED Model = ABStrategy_A4N Animation = ABStrategy_A4N.ABStrategy_A4N AnimationMode = MANUAL Flags = START_FRAME_LAST TransitionKey = UP_NIGHT ParticleSysBone = SparksS01 LiveWireSparks02 ParticleSysBone = SmokeS01 SmokeBuildingSmall End ConditionState = SNOW AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED Model = ABStrategy_A4S Animation = ABStrategy_A4S.ABStrategy_A4S AnimationMode = MANUAL Flags = START_FRAME_LAST TransitionKey = UP_SNOW ParticleSysBone = SparksS01 LiveWireSparks02 ParticleSysBone = SmokeS01 SmokeBuildingSmall End ConditionState = SNOW NIGHT AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED Model = ABStrategy_A4SN Animation = ABStrategy_A4SN.ABStrategy_A4SN AnimationMode = MANUAL Flags = START_FRAME_LAST TransitionKey = UP_SNOWNIGHT ParticleSysBone = SparksS01 LiveWireSparks02 ParticleSysBone = SmokeS01 SmokeBuildingSmall End TransitionState = DOWN_DEFAULT UP_DAY Model = ABStrategy_A4 Animation = ABStrategy_A4.ABStrategy_A4 AnimationMode = ONCE AnimationSpeedFactorRange = 1.0 1.0 Flags = START_FRAME_FIRST End TransitionState = DOWN_DEFAULT UP_NIGHT Model = ABStrategy_A4N Animation = ABStrategy_A4N.ABStrategy_A4N AnimationMode = ONCE AnimationSpeedFactorRange = 1.0 1.0 Flags = START_FRAME_FIRST End TransitionState = DOWN_DEFAULT UP_SNOW Model = ABStrategy_A4S Animation = ABStrategy_A4S.ABStrategy_A4S AnimationMode = ONCE AnimationSpeedFactorRange = 1.0 1.0 Flags = START_FRAME_FIRST End TransitionState = DOWN_DEFAULT UP_SNOWNIGHT Model = ABStrategy_A4SN Animation = ABStrategy_A4SN.ABStrategy_A4SN AnimationMode = ONCE AnimationSpeedFactorRange = 1.0 1.0 Flags = START_FRAME_FIRST End TransitionState = UP_DAY DOWN_DEFAULT Model = ABStrategy_A4 Animation = ABStrategy_A4.ABStrategy_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 = ABStrategy_A4N Animation = ABStrategy_A4N.ABStrategy_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 = ABStrategy_A4S Animation = ABStrategy_A4S.ABStrategy_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 = ABStrategy_A4SN Animation = ABStrategy_A4SN.ABStrategy_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 OkToChangeModelColor = Yes 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 = ABStrategy_A6 Animation = ABStrategy_A6.ABStrategy_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 = ABStrategy_A6N Animation = ABStrategy_A6N.ABStrategy_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 = ABStrategy_A6S Animation = ABStrategy_A6S.ABStrategy_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 = ABStrategy_A6SN Animation = ABStrategy_A6SN.ABStrategy_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 = ABStrategy_A6 Animation = ABStrategy_A6.ABStrategy_A6 AnimationMode = ONCE AnimationSpeedFactorRange = 1.0 1.0 Flags = START_FRAME_FIRST End TransitionState = DOWN_DEFAULT UP_NIGHT Model = ABStrategy_A6N Animation = ABStrategy_A6N.ABStrategy_A6N AnimationMode = ONCE AnimationSpeedFactorRange = 1.0 1.0 Flags = START_FRAME_FIRST End TransitionState = DOWN_DEFAULT UP_SNOW Model = ABStrategy_A6S Animation = ABStrategy_A6S.ABStrategy_A6S AnimationMode = ONCE AnimationSpeedFactorRange = 1.0 1.0 Flags = START_FRAME_FIRST End TransitionState = DOWN_DEFAULT UP_SNOWNIGHT Model = ABStrategy_A6SN Animation = ABStrategy_A6SN.ABStrategy_A6SN AnimationMode = ONCE AnimationSpeedFactorRange = 1.0 1.0 Flags = START_FRAME_FIRST End TransitionState = UP_DAY DOWN_DEFAULT Model = ABStrategy_A6 Animation = ABStrategy_A6.ABStrategy_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 = ABStrategy_A6N Animation = ABStrategy_A6N.ABStrategy_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 = ABStrategy_A6S Animation = ABStrategy_A6S.ABStrategy_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 = ABStrategy_A6SN Animation = ABStrategy_A6SN.ABStrategy_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 = ABStrategy_A5 Animation = ABStrategy_A5.ABStrategy_A5 AnimationMode = LOOP TransitionKey = UP_DAY End ConditionState = NIGHT ACTIVELY_BEING_CONSTRUCTED Model = ABStrategy_A5N Animation = ABStrategy_A5N.ABStrategy_A5N AnimationMode = LOOP TransitionKey = UP_NIGHT End ConditionState = SNOW ACTIVELY_BEING_CONSTRUCTED Model = ABStrategy_A5S Animation = ABStrategy_A5S.ABStrategy_A5S AnimationMode = LOOP TransitionKey = UP_SNOW End ConditionState = SNOW NIGHT ACTIVELY_BEING_CONSTRUCTED Model = ABStrategy_A5SN Animation = ABStrategy_A5SN.ABStrategy_A5SN AnimationMode = LOOP TransitionKey = UP_SNOWNIGHT End TransitionState = DOWN_DEFAULT UP_DAY Model = ABStrategy_AB Animation = ABStrategy_AB.ABStrategy_AB AnimationMode = ONCE AnimationSpeedFactorRange = 1.0 1.0 Flags = START_FRAME_FIRST End TransitionState = DOWN_DEFAULT UP_NIGHT Model = ABStrategy_ABN Animation = ABStrategy_ABN.ABStrategy_ABN AnimationMode = ONCE AnimationSpeedFactorRange = 1.0 1.0 Flags = START_FRAME_FIRST End TransitionState = DOWN_DEFAULT UP_SNOW Model = ABStrategy_ABS Animation = ABStrategy_ABS.ABStrategy_ABS AnimationMode = ONCE AnimationSpeedFactorRange = 1.0 1.0 Flags = START_FRAME_FIRST End TransitionState = DOWN_DEFAULT UP_SNOWNIGHT Model = ABStrategy_ABSN Animation = ABStrategy_ABSN.ABStrategy_ABSN AnimationMode = ONCE AnimationSpeedFactorRange = 1.0 1.0 Flags = START_FRAME_FIRST End TransitionState = UP_DAY DOWN_DEFAULT Model = ABStrategy_AB Animation = ABStrategy_AB.ABStrategy_AB AnimationMode = ONCE_BACKWARDS AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly Flags = START_FRAME_LAST End TransitionState = UP_NIGHT DOWN_DEFAULT Model = ABStrategy_ABN Animation = ABStrategy_ABN.ABStrategy_ABN AnimationMode = ONCE_BACKWARDS AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly Flags = START_FRAME_LAST End TransitionState = UP_SNOW DOWN_DEFAULT Model = ABStrategy_ABS Animation = ABStrategy_ABS.ABStrategy_ABS AnimationMode = ONCE_BACKWARDS AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly Flags = START_FRAME_LAST End TransitionState = UP_SNOWNIGHT DOWN_DEFAULT Model = ABStrategy_ABSN Animation = ABStrategy_ABSN.ABStrategy_ABSN AnimationMode = ONCE_BACKWARDS AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly Flags = START_FRAME_LAST End End ; ------------ BOMBARDMENT BATTLE PLAN ----------------- Draw = W3DModelDraw ModuleTag_05 OkToChangeModelColor = Yes DefaultConditionState Model = ABStrategy_A1 Animation = ABStrategy_A1.ABStrategy_A1 AnimationMode = ONCE_BACKWARDS Flags = START_FRAME_FIRST End AliasConditionState = DAMAGED AliasConditionState = REALLYDAMAGED AliasConditionState = NIGHT AliasConditionState = NIGHT SNOW AliasConditionState = SNOW AliasConditionState = NIGHT DAMAGED AliasConditionState = NIGHT SNOW DAMAGED AliasConditionState = SNOW DAMAGED AliasConditionState = NIGHT REALLYDAMAGED RUBBLE AliasConditionState = NIGHT SNOW REALLYDAMAGED RUBBLE AliasConditionState = SNOW REALLYDAMAGED RUBBLE ConditionState = DOOR_1_OPENING Model = ABStrategy_A1 Animation = ABStrategy_A1.ABStrategy_A1 AnimationMode = ONCE End AliasConditionState = DAMAGED DOOR_1_OPENING AliasConditionState = REALLYDAMAGED DOOR_1_OPENING AliasConditionState = NIGHT DOOR_1_OPENING AliasConditionState = NIGHT SNOW DOOR_1_OPENING AliasConditionState = SNOW DOOR_1_OPENING AliasConditionState = NIGHT DAMAGED DOOR_1_OPENING AliasConditionState = NIGHT SNOW DAMAGED DOOR_1_OPENING AliasConditionState = SNOW DAMAGED DOOR_1_OPENING AliasConditionState = NIGHT REALLYDAMAGED RUBBLE DOOR_1_OPENING AliasConditionState = NIGHT SNOW REALLYDAMAGED RUBBLE DOOR_1_OPENING AliasConditionState = SNOW REALLYDAMAGED RUBBLE DOOR_1_OPENING ConditionState = DOOR_1_CLOSING Model = ABStrategy_A1 Animation = ABStrategy_A1.ABStrategy_A1 AnimationMode = ONCE_BACKWARDS Flags = START_FRAME_LAST End AliasConditionState = DAMAGED DOOR_1_CLOSING AliasConditionState = REALLYDAMAGED DOOR_1_CLOSING AliasConditionState = NIGHT DOOR_1_CLOSING AliasConditionState = NIGHT SNOW DOOR_1_CLOSING AliasConditionState = SNOW DOOR_1_CLOSING AliasConditionState = NIGHT DAMAGED DOOR_1_CLOSING AliasConditionState = NIGHT SNOW DAMAGED DOOR_1_CLOSING AliasConditionState = SNOW DAMAGED DOOR_1_CLOSING AliasConditionState = NIGHT REALLYDAMAGED RUBBLE DOOR_1_CLOSING AliasConditionState = NIGHT SNOW REALLYDAMAGED RUBBLE DOOR_1_CLOSING AliasConditionState = SNOW REALLYDAMAGED RUBBLE DOOR_1_CLOSING ConditionState = DOOR_1_WAITING_TO_CLOSE Model = NONE End AliasConditionState = DAMAGED DOOR_1_WAITING_TO_CLOSE AliasConditionState = REALLYDAMAGED DOOR_1_WAITING_TO_CLOSE AliasConditionState = NIGHT DOOR_1_WAITING_TO_CLOSE AliasConditionState = NIGHT SNOW DOOR_1_WAITING_TO_CLOSE AliasConditionState = SNOW DOOR_1_WAITING_TO_CLOSE AliasConditionState = NIGHT DAMAGED DOOR_1_WAITING_TO_CLOSE AliasConditionState = NIGHT SNOW DAMAGED DOOR_1_WAITING_TO_CLOSE AliasConditionState = SNOW DAMAGED DOOR_1_WAITING_TO_CLOSE AliasConditionState = NIGHT REALLYDAMAGED RUBBLE DOOR_1_WAITING_TO_CLOSE AliasConditionState = NIGHT SNOW REALLYDAMAGED RUBBLE DOOR_1_WAITING_TO_CLOSE AliasConditionState = SNOW REALLYDAMAGED RUBBLE DOOR_1_WAITING_TO_CLOSE ;************************************************************************************************************************** ;This block handles every possible case with construction process, selling process, awaiting construction, and sold states ;for this draw module ConditionState = PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED Model = ABStrategy_A1 Animation = ABStrategy_A1.ABStrategy_A1 AnimationMode = MANUAL Flags = START_FRAME_FIRST ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT End AliasConditionState = PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT AliasConditionState = PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED SNOW AliasConditionState = PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT SNOW AliasConditionState = PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED DAMAGED AliasConditionState = PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED DAMAGED NIGHT AliasConditionState = PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED DAMAGED SNOW AliasConditionState = PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED DAMAGED NIGHT SNOW AliasConditionState = PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED REALLYDAMAGED AliasConditionState = PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED REALLYDAMAGED NIGHT AliasConditionState = PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED REALLYDAMAGED SNOW AliasConditionState = PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED REALLYDAMAGED NIGHT SNOW ConditionState = AWAITING_CONSTRUCTION Model = NONE End AliasConditionState = AWAITING_CONSTRUCTION DAMAGED AliasConditionState = AWAITING_CONSTRUCTION REALLYDAMAGED AliasConditionState = AWAITING_CONSTRUCTION NIGHT AliasConditionState = AWAITING_CONSTRUCTION NIGHT DAMAGED AliasConditionState = AWAITING_CONSTRUCTION NIGHT REALLYDAMAGED AliasConditionState = AWAITING_CONSTRUCTION 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 DOOR_1_WAITING_TO_CLOSE AliasConditionState = SOLD DAMAGED DOOR_1_WAITING_TO_CLOSE AliasConditionState = SOLD REALLYDAMAGED DOOR_1_WAITING_TO_CLOSE AliasConditionState = SOLD NIGHT DOOR_1_WAITING_TO_CLOSE AliasConditionState = SOLD NIGHT DAMAGED DOOR_1_WAITING_TO_CLOSE AliasConditionState = SOLD NIGHT REALLYDAMAGED DOOR_1_WAITING_TO_CLOSE AliasConditionState = SOLD SNOW DOOR_1_WAITING_TO_CLOSE AliasConditionState = SOLD SNOW DAMAGED DOOR_1_WAITING_TO_CLOSE AliasConditionState = SOLD SNOW REALLYDAMAGED DOOR_1_WAITING_TO_CLOSE AliasConditionState = SOLD NIGHT SNOW DOOR_1_WAITING_TO_CLOSE AliasConditionState = SOLD NIGHT SNOW DAMAGED DOOR_1_WAITING_TO_CLOSE AliasConditionState = SOLD NIGHT SNOW REALLYDAMAGED DOOR_1_WAITING_TO_CLOSE ;************************************************************************************************************************** End Draw = W3DModelDraw ModuleTag_06 ;***This is the bombardment cannon object that only shows up when ready to fire*** OkToChangeModelColor = Yes DefaultConditionState Model = ABStrategy_A8 WeaponLaunchBone = PRIMARY Muzzle WeaponMuzzleFlash = PRIMARY MuzzleFX WeaponRecoilBone = PRIMARY Barrel Turret = Turret01 TurretPitch = TurretEL HideSubObject = Chassis End AliasConditionState = DAMAGED AliasConditionState = REALLYDAMAGED AliasConditionState = NIGHT AliasConditionState = NIGHT SNOW AliasConditionState = SNOW AliasConditionState = NIGHT DAMAGED AliasConditionState = NIGHT SNOW DAMAGED AliasConditionState = SNOW DAMAGED AliasConditionState = NIGHT REALLYDAMAGED RUBBLE AliasConditionState = NIGHT SNOW REALLYDAMAGED RUBBLE AliasConditionState = SNOW REALLYDAMAGED RUBBLE ConditionState = DOOR_1_WAITING_TO_CLOSE Model = ABStrategy_A8 ShowSubObject = Chassis End AliasConditionState = DAMAGED DOOR_1_WAITING_TO_CLOSE AliasConditionState = REALLYDAMAGED DOOR_1_WAITING_TO_CLOSE AliasConditionState = NIGHT DOOR_1_WAITING_TO_CLOSE AliasConditionState = NIGHT SNOW DOOR_1_WAITING_TO_CLOSE AliasConditionState = SNOW DOOR_1_WAITING_TO_CLOSE AliasConditionState = NIGHT DAMAGED DOOR_1_WAITING_TO_CLOSE AliasConditionState = NIGHT SNOW DAMAGED DOOR_1_WAITING_TO_CLOSE AliasConditionState = SNOW DAMAGED DOOR_1_WAITING_TO_CLOSE AliasConditionState = NIGHT REALLYDAMAGED RUBBLE DOOR_1_WAITING_TO_CLOSE AliasConditionState = NIGHT SNOW REALLYDAMAGED RUBBLE DOOR_1_WAITING_TO_CLOSE AliasConditionState = SNOW REALLYDAMAGED RUBBLE DOOR_1_WAITING_TO_CLOSE ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED Model = ABStrategy_A8 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT End AliasConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT AliasConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED SNOW AliasConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT SNOW ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED DAMAGED Model = ABStrategy_A8 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT End AliasConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED DAMAGED NIGHT AliasConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED DAMAGED SNOW AliasConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED DAMAGED NIGHT SNOW ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED REALLYDAMAGED RUBBLE Model = ABStrategy_A8 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT End AliasConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED REALLYDAMAGED RUBBLE NIGHT AliasConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED REALLYDAMAGED RUBBLE SNOW AliasConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED REALLYDAMAGED RUBBLE NIGHT SNOW ConditionState = AWAITING_CONSTRUCTION Model = NONE End AliasConditionState = AWAITING_CONSTRUCTION DAMAGED AliasConditionState = AWAITING_CONSTRUCTION REALLYDAMAGED AliasConditionState = AWAITING_CONSTRUCTION NIGHT AliasConditionState = AWAITING_CONSTRUCTION NIGHT DAMAGED AliasConditionState = AWAITING_CONSTRUCTION NIGHT REALLYDAMAGED AliasConditionState = AWAITING_CONSTRUCTION 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 DOOR_1_WAITING_TO_CLOSE AliasConditionState = SOLD DAMAGED DOOR_1_WAITING_TO_CLOSE AliasConditionState = SOLD REALLYDAMAGED DOOR_1_WAITING_TO_CLOSE AliasConditionState = SOLD NIGHT DOOR_1_WAITING_TO_CLOSE AliasConditionState = SOLD NIGHT DAMAGED DOOR_1_WAITING_TO_CLOSE AliasConditionState = SOLD NIGHT REALLYDAMAGED DOOR_1_WAITING_TO_CLOSE AliasConditionState = SOLD SNOW DOOR_1_WAITING_TO_CLOSE AliasConditionState = SOLD SNOW DAMAGED DOOR_1_WAITING_TO_CLOSE AliasConditionState = SOLD SNOW REALLYDAMAGED DOOR_1_WAITING_TO_CLOSE AliasConditionState = SOLD NIGHT SNOW DOOR_1_WAITING_TO_CLOSE AliasConditionState = SOLD NIGHT SNOW DAMAGED DOOR_1_WAITING_TO_CLOSE AliasConditionState = SOLD NIGHT SNOW REALLYDAMAGED DOOR_1_WAITING_TO_CLOSE End ; ------------ HOLD THE LINE BATTLE PLAN ----------------- Draw = W3DModelDraw ModuleTag_07 OkToChangeModelColor = Yes DefaultConditionState Model = ABStrategy_A7 Animation = ABStrategy_A7.ABStrategy_A7 AnimationMode = ONCE_BACKWARDS Flags = START_FRAME_FIRST End AliasConditionState = DAMAGED AliasConditionState = REALLYDAMAGED AliasConditionState = NIGHT AliasConditionState = NIGHT SNOW AliasConditionState = SNOW AliasConditionState = NIGHT DAMAGED AliasConditionState = NIGHT SNOW DAMAGED AliasConditionState = SNOW DAMAGED AliasConditionState = NIGHT REALLYDAMAGED RUBBLE AliasConditionState = NIGHT SNOW REALLYDAMAGED RUBBLE AliasConditionState = SNOW REALLYDAMAGED RUBBLE ConditionState = DOOR_2_OPENING Model = ABStrategy_A7 Animation = ABStrategy_A7.ABStrategy_A7 AnimationMode = ONCE End AliasConditionState = DAMAGED DOOR_2_OPENING AliasConditionState = REALLYDAMAGED DOOR_2_OPENING AliasConditionState = NIGHT DOOR_2_OPENING AliasConditionState = NIGHT SNOW DOOR_2_OPENING AliasConditionState = SNOW DOOR_2_OPENING AliasConditionState = NIGHT DAMAGED DOOR_2_OPENING AliasConditionState = NIGHT SNOW DAMAGED DOOR_2_OPENING AliasConditionState = SNOW DAMAGED DOOR_2_OPENING AliasConditionState = NIGHT REALLYDAMAGED RUBBLE DOOR_2_OPENING AliasConditionState = NIGHT SNOW REALLYDAMAGED RUBBLE DOOR_2_OPENING AliasConditionState = SNOW REALLYDAMAGED RUBBLE DOOR_2_OPENING ConditionState = DOOR_2_CLOSING Model = ABStrategy_A7 Animation = ABStrategy_A7.ABStrategy_A7 AnimationMode = ONCE_BACKWARDS Flags = START_FRAME_LAST End AliasConditionState = DAMAGED DOOR_2_CLOSING AliasConditionState = REALLYDAMAGED DOOR_2_CLOSING AliasConditionState = NIGHT DOOR_2_CLOSING AliasConditionState = NIGHT SNOW DOOR_2_CLOSING AliasConditionState = SNOW DOOR_2_CLOSING AliasConditionState = NIGHT DAMAGED DOOR_2_CLOSING AliasConditionState = NIGHT SNOW DAMAGED DOOR_2_CLOSING AliasConditionState = SNOW DAMAGED DOOR_2_CLOSING AliasConditionState = NIGHT REALLYDAMAGED RUBBLE DOOR_2_CLOSING AliasConditionState = NIGHT SNOW REALLYDAMAGED RUBBLE DOOR_2_CLOSING AliasConditionState = SNOW REALLYDAMAGED RUBBLE DOOR_2_CLOSING ConditionState = DOOR_2_WAITING_TO_CLOSE Model = ABStrategy_A7 Animation = ABStrategy_A7.ABStrategy_A7 AnimationMode = ONCE Flags = START_FRAME_LAST End AliasConditionState = DAMAGED DOOR_2_WAITING_TO_CLOSE AliasConditionState = REALLYDAMAGED DOOR_2_WAITING_TO_CLOSE AliasConditionState = NIGHT DOOR_2_WAITING_TO_CLOSE AliasConditionState = NIGHT SNOW DOOR_2_WAITING_TO_CLOSE AliasConditionState = SNOW DOOR_2_WAITING_TO_CLOSE AliasConditionState = NIGHT DAMAGED DOOR_2_WAITING_TO_CLOSE AliasConditionState = NIGHT SNOW DAMAGED DOOR_2_WAITING_TO_CLOSE AliasConditionState = SNOW DAMAGED DOOR_2_WAITING_TO_CLOSE AliasConditionState = NIGHT REALLYDAMAGED RUBBLE DOOR_2_WAITING_TO_CLOSE AliasConditionState = NIGHT SNOW REALLYDAMAGED RUBBLE DOOR_2_WAITING_TO_CLOSE AliasConditionState = SNOW REALLYDAMAGED RUBBLE DOOR_2_WAITING_TO_CLOSE ;************************************************************************************************************************** ;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 = ABStrategy_A7 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT End AliasConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT AliasConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED SNOW AliasConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT SNOW ConditionState = AWAITING_CONSTRUCTION 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 DOOR_2_WAITING_TO_CLOSE AliasConditionState = SOLD DAMAGED DOOR_2_WAITING_TO_CLOSE AliasConditionState = SOLD REALLYDAMAGED DOOR_2_WAITING_TO_CLOSE AliasConditionState = SOLD NIGHT DOOR_2_WAITING_TO_CLOSE AliasConditionState = SOLD NIGHT DAMAGED DOOR_2_WAITING_TO_CLOSE AliasConditionState = SOLD NIGHT REALLYDAMAGED DOOR_2_WAITING_TO_CLOSE AliasConditionState = SOLD SNOW DOOR_2_WAITING_TO_CLOSE AliasConditionState = SOLD SNOW DAMAGED DOOR_2_WAITING_TO_CLOSE AliasConditionState = SOLD SNOW REALLYDAMAGED DOOR_2_WAITING_TO_CLOSE AliasConditionState = SOLD NIGHT SNOW DOOR_2_WAITING_TO_CLOSE AliasConditionState = SOLD NIGHT SNOW DAMAGED DOOR_2_WAITING_TO_CLOSE AliasConditionState = SOLD NIGHT SNOW REALLYDAMAGED DOOR_2_WAITING_TO_CLOSE ;************************************************************************************************************************** End ; ------------ SEARCH AND DESTROY BATTLE PLAN ----------------- Draw = W3DModelDraw ModuleTag_08 OkToChangeModelColor = Yes DefaultConditionState Model = ABStrategy_A2 Animation = ABStrategy_A2.ABStrategy_A2 AnimationMode = ONCE_BACKWARDS Flags = START_FRAME_FIRST End AliasConditionState = DAMAGED AliasConditionState = REALLYDAMAGED AliasConditionState = NIGHT AliasConditionState = NIGHT SNOW AliasConditionState = SNOW AliasConditionState = NIGHT DAMAGED AliasConditionState = NIGHT SNOW DAMAGED AliasConditionState = SNOW DAMAGED AliasConditionState = NIGHT REALLYDAMAGED RUBBLE AliasConditionState = NIGHT SNOW REALLYDAMAGED RUBBLE AliasConditionState = SNOW REALLYDAMAGED RUBBLE ConditionState = DOOR_3_OPENING Model = ABStrategy_A2 Animation = ABStrategy_A2.ABStrategy_A2 AnimationMode = ONCE End AliasConditionState = DAMAGED DOOR_3_OPENING AliasConditionState = REALLYDAMAGED DOOR_3_OPENING AliasConditionState = NIGHT DOOR_3_OPENING AliasConditionState = NIGHT SNOW DOOR_3_OPENING AliasConditionState = SNOW DOOR_3_OPENING AliasConditionState = NIGHT DAMAGED DOOR_3_OPENING AliasConditionState = NIGHT SNOW DAMAGED DOOR_3_OPENING AliasConditionState = SNOW DAMAGED DOOR_3_OPENING AliasConditionState = NIGHT REALLYDAMAGED RUBBLE DOOR_3_OPENING AliasConditionState = NIGHT SNOW REALLYDAMAGED RUBBLE DOOR_3_OPENING AliasConditionState = SNOW REALLYDAMAGED RUBBLE DOOR_3_OPENING ConditionState = DOOR_3_CLOSING Model = ABStrategy_A2 Animation = ABStrategy_A2.ABStrategy_A2 AnimationMode = ONCE_BACKWARDS Flags = START_FRAME_LAST End AliasConditionState = DAMAGED DOOR_3_CLOSING AliasConditionState = REALLYDAMAGED DOOR_3_CLOSING AliasConditionState = NIGHT DOOR_3_CLOSING AliasConditionState = NIGHT SNOW DOOR_3_CLOSING AliasConditionState = SNOW DOOR_3_CLOSING AliasConditionState = NIGHT DAMAGED DOOR_3_CLOSING AliasConditionState = NIGHT SNOW DAMAGED DOOR_3_CLOSING AliasConditionState = SNOW DAMAGED DOOR_3_CLOSING AliasConditionState = NIGHT REALLYDAMAGED RUBBLE DOOR_3_CLOSING AliasConditionState = NIGHT SNOW REALLYDAMAGED RUBBLE DOOR_3_CLOSING AliasConditionState = SNOW REALLYDAMAGED RUBBLE DOOR_3_CLOSING ConditionState = DOOR_3_WAITING_TO_CLOSE Model = NONE End AliasConditionState = DAMAGED DOOR_3_WAITING_TO_CLOSE AliasConditionState = REALLYDAMAGED DOOR_3_WAITING_TO_CLOSE AliasConditionState = NIGHT DOOR_3_WAITING_TO_CLOSE AliasConditionState = NIGHT SNOW DOOR_3_WAITING_TO_CLOSE AliasConditionState = SNOW DOOR_3_WAITING_TO_CLOSE AliasConditionState = NIGHT DAMAGED DOOR_3_WAITING_TO_CLOSE AliasConditionState = NIGHT SNOW DAMAGED DOOR_3_WAITING_TO_CLOSE AliasConditionState = SNOW DAMAGED DOOR_3_WAITING_TO_CLOSE AliasConditionState = NIGHT REALLYDAMAGED RUBBLE DOOR_3_WAITING_TO_CLOSE AliasConditionState = NIGHT SNOW REALLYDAMAGED RUBBLE DOOR_3_WAITING_TO_CLOSE AliasConditionState = SNOW REALLYDAMAGED RUBBLE DOOR_3_WAITING_TO_CLOSE ;************************************************************************************************************************** ;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 = ABStrategy_A2 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT End AliasConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT AliasConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED SNOW AliasConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT SNOW ConditionState = AWAITING_CONSTRUCTION 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 DOOR_3_WAITING_TO_CLOSE AliasConditionState = SOLD DAMAGED DOOR_3_WAITING_TO_CLOSE AliasConditionState = SOLD REALLYDAMAGED DOOR_3_WAITING_TO_CLOSE AliasConditionState = SOLD NIGHT DOOR_3_WAITING_TO_CLOSE AliasConditionState = SOLD NIGHT DAMAGED DOOR_3_WAITING_TO_CLOSE AliasConditionState = SOLD NIGHT REALLYDAMAGED DOOR_3_WAITING_TO_CLOSE AliasConditionState = SOLD SNOW DOOR_3_WAITING_TO_CLOSE AliasConditionState = SOLD SNOW DAMAGED DOOR_3_WAITING_TO_CLOSE AliasConditionState = SOLD SNOW REALLYDAMAGED DOOR_3_WAITING_TO_CLOSE AliasConditionState = SOLD NIGHT SNOW DOOR_3_WAITING_TO_CLOSE AliasConditionState = SOLD NIGHT SNOW DAMAGED DOOR_3_WAITING_TO_CLOSE AliasConditionState = SOLD NIGHT SNOW REALLYDAMAGED DOOR_3_WAITING_TO_CLOSE ;************************************************************************************************************************** End Draw = W3DModelDraw ModuleTag_09 ;***This is the radar array that only shows up when plan is active*** OkToChangeModelColor = Yes DefaultConditionState Model = NONE End AliasConditionState = DAMAGED AliasConditionState = REALLYDAMAGED AliasConditionState = NIGHT AliasConditionState = NIGHT SNOW AliasConditionState = SNOW AliasConditionState = NIGHT DAMAGED AliasConditionState = NIGHT SNOW DAMAGED AliasConditionState = SNOW DAMAGED AliasConditionState = NIGHT REALLYDAMAGED RUBBLE AliasConditionState = NIGHT SNOW REALLYDAMAGED RUBBLE AliasConditionState = SNOW REALLYDAMAGED RUBBLE ConditionState = DOOR_3_WAITING_TO_CLOSE Model = ABStrategy_A3 Animation = ABStrategy_A3.ABStrategy_A3 AnimationMode = LOOP End AliasConditionState = DAMAGED DOOR_3_WAITING_TO_CLOSE AliasConditionState = REALLYDAMAGED DOOR_3_WAITING_TO_CLOSE AliasConditionState = NIGHT DOOR_3_WAITING_TO_CLOSE AliasConditionState = NIGHT SNOW DOOR_3_WAITING_TO_CLOSE AliasConditionState = SNOW DOOR_3_WAITING_TO_CLOSE AliasConditionState = NIGHT DAMAGED DOOR_3_WAITING_TO_CLOSE AliasConditionState = NIGHT SNOW DAMAGED DOOR_3_WAITING_TO_CLOSE AliasConditionState = SNOW DAMAGED DOOR_3_WAITING_TO_CLOSE AliasConditionState = NIGHT REALLYDAMAGED RUBBLE DOOR_3_WAITING_TO_CLOSE AliasConditionState = NIGHT SNOW REALLYDAMAGED RUBBLE DOOR_3_WAITING_TO_CLOSE AliasConditionState = SNOW REALLYDAMAGED RUBBLE DOOR_3_WAITING_TO_CLOSE 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 DOOR_3_WAITING_TO_CLOSE AliasConditionState = SOLD DAMAGED DOOR_3_WAITING_TO_CLOSE AliasConditionState = SOLD REALLYDAMAGED DOOR_3_WAITING_TO_CLOSE AliasConditionState = SOLD NIGHT DOOR_3_WAITING_TO_CLOSE AliasConditionState = SOLD NIGHT DAMAGED DOOR_3_WAITING_TO_CLOSE AliasConditionState = SOLD NIGHT REALLYDAMAGED DOOR_3_WAITING_TO_CLOSE AliasConditionState = SOLD SNOW DOOR_3_WAITING_TO_CLOSE AliasConditionState = SOLD SNOW DAMAGED DOOR_3_WAITING_TO_CLOSE AliasConditionState = SOLD SNOW REALLYDAMAGED DOOR_3_WAITING_TO_CLOSE AliasConditionState = SOLD NIGHT SNOW DOOR_3_WAITING_TO_CLOSE AliasConditionState = SOLD NIGHT SNOW DAMAGED DOOR_3_WAITING_TO_CLOSE AliasConditionState = SOLD NIGHT SNOW REALLYDAMAGED DOOR_3_WAITING_TO_CLOSE End PlacementViewAngle = -45 ; ***DESIGN parameters *** DisplayName = OBJECT:StrategyCenter Side = America EditorSorting = STRUCTURE Prerequisites Object = AmericaWarFactory AmericaAirfield End CommandSet = AmericaStrategyCenterCommandSet BuildCost = 2500 BuildTime = 60.0 ; in seconds EnergyProduction = -2 VisionRange = 400.0 ; Shroud clearing distance MaxSimultaneousOfType = 1 ShroudClearingRange = 400 WeaponSet Conditions = None Weapon = PRIMARY StrategyCenterGun AutoChooseSources = PRIMARY NONE End ArmorSet Conditions = None Armor = StructureArmor DamageFX = StructureDamageFXNoShake End ExperienceValue = 250 250 250 250 ; Experience point value at each level ; *** AUDIO Parameters *** VoiceSelect = StrategyCenterSelect 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) StrategyCenter_TurretMoveLoop End ; *** ENGINEERING Parameters *** RadarPriority = STRUCTURE KindOf = PRELOAD STRUCTURE SELECTABLE IMMOBILE SCORE CAPTURABLE FS_TECHNOLOGY MP_COUNT_FOR_VICTORY FS_STRATEGY_CENTER FS_ADVANCED_TECH Body = StructureBody ModuleTag_10 MaxHealth = 1500.0 InitialHealth = 1500.0 ; 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 = 1700 SubdualDamageHealRate = 500 SubdualDamageHealAmount = 100 End Behavior = ProductionUpdate ModuleTag_11 ; nothing End Behavior = BaseRegenerateUpdate ModuleTag_12 ;No data End Behavior = SpecialAbility ModuleTag_13 SpecialPowerTemplate = SpecialAbilityChangeBattlePlans UpdateModuleStartsAttack = Yes End Behavior = BattlePlanUpdate ModuleTag_14 SpecialPowerTemplate = SpecialAbilityChangeBattlePlans ;Transition Timings BombardmentPlanAnimationTime = 7000 HoldTheLinePlanAnimationTime = 7000 SearchAndDestroyPlanAnimationTime = 7000 TransitionIdleTime = 0 ;Messages BombardmentMessageLabel = MESSAGE:BattlePlanBombardmentInitiated HoldTheLineMessageLabel = MESSAGE:BattlePlanHoldTheLineInitiated SearchAndDestroyMessageLabel = MESSAGE:BattlePlanSearchAndDestroyInitiated ;Audio hooks BombardmentPlanUnpackSoundName = StrategyCenter_BombardmentPlanUnpackSound BombardmentPlanPackSoundName = StrategyCenter_BombardmentPlanPackSound BombardmentAnnouncementName = StrategyCenter_BombardmentPlanAnnouncement SearchAndDestroyPlanUnpackSoundName = StrategyCenter_SearchAndDestroyPlanUnpack SearchAndDestroyPlanIdleLoopSoundName = StrategyCenter_SearchAndDestroyPlanIdleLoop SearchAndDestroyPlanPackSoundName = StrategyCenter_SearchAndDestroyPlanPack SearchAndDestroyAnnouncementName = StrategyCenter_SearchAndDestroyAnnouncement HoldTheLinePlanUnpackSoundName = StrategyCenter_HoldTheLinePlanUnpack HoldTheLinePlanPackSoundName = StrategyCenter_HoldTheLinePlanPack HoldTheLineAnnouncementName = StrategyCenter_HoldTheLineAnnouncement ;Army bonuses granted by different battle plans ValidMemberKindOf = INFANTRY CAN_ATTACK VEHICLE ;Battle plans affect any kind of these... InvalidMemberKindOf = DOZER STRUCTURE AIRCRAFT DRONE ;...but make sure they don't have any of these BattlePlanChangeParalyzeTime = 5000 ;Subjected to paralyzation whenever a battle plan is changed. HoldTheLinePlanArmorDamageScalar = 0.9 ;Armor damage bonus scalar -- LESS is better! SearchAndDestroyPlanSightRangeScalar = 1.2 ;Sight range bonus -- more is better! ;***NOTE*** WEAPON bonuses for army are specified in GameData.ini file! ;Building bonuses granted based on battle plan mode. StrategyCenterSearchAndDestroySightRangeScalar = 2.0 StrategyCenterSearchAndDestroyDetectsStealth = Yes StrategyCenterHoldTheLineMaxHealthScalar = 2.0 StrategyCenterHoldTheLineMaxHealthChangeType = PRESERVE_RATIO End Behavior = AIUpdateInterface ModuleTag_15 Turret ControlledWeaponSlots = PRIMARY TurretTurnRate = 60 // turn rate, in degrees per sec TurretPitchRate = 60 AllowsPitch = Yes FiresWhileTurning = Yes NaturalTurretPitch = 45 ; this keeps it aimed half way between land and sky ; since you never know from whence cometh danger NaturalTurretAngle = -90 ; this turret points backwards normally FirePitch = 45 ; Instead of aiming pitchwise at the target, it will aim here MinIdleScanInterval = 500 ; in milliseconds MaxIdleScanInterval = 1000 ; in milliseconds MinIdleScanAngle = 0 ; in degrees off the natural turret angle MaxIdleScanAngle = 60 ; in degrees off the natural turret angle End AutoAcquireEnemiesWhenIdle = Yes ;ATTACK_BUILDINGS End Behavior = StealthDetectorUpdate ModuleTag_16 DetectionRate = 500 ; how often to rescan for stealthed things in my sight (msec) InitiallyDisabled = Yes ; only will be active when search & destroy plan active. DetectionRange = 500 ;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 = SpyVisionSpecialPower SpyTag_1 SpecialPowerTemplate = SuperweaponCIAIntelligence BaseDuration = 30000 ;in milliseconds BonusDurationPerCaptured = 10000 ;in milliseconds MaxDuration = 240000 ;in milliseconds End Behavior = SpyVisionUpdate SpyTag_2 ; End Behavior = DestroyDie ModuleTag_17 ;nothing End Behavior = CreateObjectDie ModuleTag_18 CreationList = OCL_ABPowerPlantExplode End Behavior = CreateObjectDie ModuleTag_19 CreationList = OCL_AmericanRangerDebris04 ExemptStatus = UNDER_CONSTRUCTION End Behavior = FXListDie ModuleTag_20 DeathFX = FX_StructureMediumDeath End Behavior = FlammableUpdate ModuleTag_22 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_23 ;-------------DESIGNED FOR MEDIUM SIZED FACTION BUILDING TRANSITIONS------------------- DamagedParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionMediumSmoke ;--------------------------------------------------------------------------------------- ReallyDamagedParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionMediumSmoke ReallyDamagedParticleSystem2 = Bone:None RandomBone:No PSys:StructureTransitionMediumExplosion ReallyDamagedParticleSystem3 = Bone:None RandomBone:No PSys:StructureTransitionMediumShockwave End Geometry = BOX GeometryMajorRadius = 62.0 GeometryMinorRadius = 44.0 GeometryHeight = 24.0 GeometryIsSmall = No Shadow = SHADOW_VOLUME BuildCompletion = PLACED_BY_PLAYER End ;------------------------------------------------------------------------------ Object AmericaAirfield ; *** ART Parameters *** SelectPortrait = SAACommand_L ButtonImage = SAACommand Draw = W3DModelDraw ModuleTag_01 ExtraPublicBone = Runway1Parking1 ExtraPublicBone = Runway1Parking2 ExtraPublicBone = Runway2Parking1 ExtraPublicBone = Runway2Parking2 ExtraPublicBone = Runway1Park1Han ExtraPublicBone = Runway1Park2Han ExtraPublicBone = Runway2Park1Han ExtraPublicBone = Runway2Park2Han ExtraPublicBone = Runway1Prep1 ExtraPublicBone = Runway1Prep2 ExtraPublicBone = Runway2Prep1 ExtraPublicBone = Runway2Prep2 ExtraPublicBone = RunwayStart1 ExtraPublicBone = RunwayStart2 ExtraPublicBone = RunwayEnd1 ExtraPublicBone = RunwayEnd2 ExtraPublicBone = HeliPark01 OkToChangeModelColor = Yes ; day ******************************************** DefaultConditionState Model = ABArFrcCmd Animation = ABArFrcCmd.ABArFrcCmd AnimationMode = LOOP End ConditionState = DAMAGED Model = ABArFrcCmd_D Animation = ABArFrcCmd_D.ABArFrcCmd_D AnimationMode = LOOP ParticleSysBone = Smoke01 SmolderingSmoke ParticleSysBone = Smoke02 SmolderingSmoke ParticleSysBone = Smoke03 SmolderingSmoke ParticleSysBone = Fire01 SmolderingFire End ConditionState = REALLYDAMAGED RUBBLE Model = ABArFrcCmd_E Animation = ABArFrcCmd_E.ABArFrcCmd_E AnimationMode = LOOP ParticleSysBone = Smoke01 SmolderingSmoke ParticleSysBone = Smoke02 SmolderingSmoke ParticleSysBone = Smoke03 SmolderingSmoke ParticleSysBone = Smoke04 SmolderingSmoke ParticleSysBone = Smoke05 SmokeFactionLarge ParticleSysBone = Smoke06 SmokeFactionLarge ParticleSysBone = Fire01 SmolderingFire ParticleSysBone = Fire02 SmolderingFire ParticleSysBone = Fire03 FireFactionLarge ParticleSysBone = Spark01 SparksLarge End ConditionState = SNOW Model = ABArFrcCmd_S Animation = ABArFrcCmd_S.ABArFrcCmd_S AnimationMode = LOOP End ConditionState = DAMAGED SNOW Model = ABArFrcCmd_DS Animation = ABArFrcCmd_DS.ABArFrcCmd_DS AnimationMode = LOOP ParticleSysBone = Smoke01 SmolderingSmoke ParticleSysBone = Smoke02 SmolderingSmoke ParticleSysBone = Smoke03 SmolderingSmoke ParticleSysBone = Fire01 SmolderingFire End ConditionState = REALLYDAMAGED RUBBLE SNOW Model = ABArFrcCmd_ES Animation = ABArFrcCmd_ES.ABArFrcCmd_ES AnimationMode = LOOP ParticleSysBone = Smoke01 SmolderingSmoke ParticleSysBone = Smoke02 SmolderingSmoke ParticleSysBone = Smoke03 SmolderingSmoke ParticleSysBone = Smoke04 SmolderingSmoke ParticleSysBone = Smoke05 SmokeFactionLarge ParticleSysBone = Smoke06 SmokeFactionLarge ParticleSysBone = Fire01 SmolderingFire ParticleSysBone = Fire02 SmolderingFire ParticleSysBone = Fire03 FireFactionLarge ParticleSysBone = Spark01 SparksLarge End ; night ****************************************** ConditionState = NIGHT Model = ABArFrcCmd_N Animation = ABArFrcCmd_N.ABArFrcCmd_N AnimationMode = LOOP End ConditionState = DAMAGED NIGHT Model = ABArFrcCmd_ND Animation = ABArFrcCmd_ND.ABArFrcCmd_ND AnimationMode = LOOP End ConditionState = REALLYDAMAGED RUBBLE NIGHT Model = ABArFrcCmd_NE Animation = ABArFrcCmd_NE.ABArFrcCmd_NE AnimationMode = LOOP End ConditionState = NIGHT SNOW Model = ABArFrcCmd_NS Animation = ABArFrcCmd_NS.ABArFrcCmd_NS AnimationMode = LOOP End ConditionState = DAMAGED NIGHT SNOW Model = ABArFrcCmd_NDS Animation = ABArFrcCmd_NDS.ABArFrcCmd_NDS AnimationMode = LOOP End ConditionState = REALLYDAMAGED RUBBLE NIGHT SNOW Model = ABArFrcCmd_NES Animation = ABArFrcCmd_NES.ABArFrcCmd_NES AnimationMode = LOOP End ;************************************************************************************************************************** ;This block handles every possible case with construction process, selling process, awaiting construction, and sold states ;for this draw module ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED Model = ABArFrcCmd Animation = ABArFrcCmd.ABArFrcCmd AnimationMode = LOOP Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT End ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED DAMAGED Model = ABArFrcCmd_D Animation = ABArFrcCmd_D.ABArFrcCmd_D AnimationMode = LOOP Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT End ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED REALLYDAMAGED Model = ABArFrcCmd_E Animation = ABArFrcCmd_E.ABArFrcCmd_E AnimationMode = LOOP Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT End ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT Model = ABArFrcCmd_N Animation = ABArFrcCmd_N.ABArFrcCmd_N AnimationMode = LOOP Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT End ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT DAMAGED Model = ABArFrcCmd_ND Animation = ABArFrcCmd_ND.ABArFrcCmd_ND AnimationMode = LOOP Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT End ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT REALLYDAMAGED Model = ABArFrcCmd_NE Animation = ABArFrcCmd_NE.ABArFrcCmd_NE AnimationMode = LOOP Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT End ConditionState = PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED SNOW Model = ABArFrcCmd_S Animation = ABArFrcCmd_S.ABArFrcCmd_S AnimationMode = LOOP Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT End ConditionState = PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED SNOW DAMAGED Model = ABArFrcCmd_DS Animation = ABArFrcCmd_DS.ABArFrcCmd_DS AnimationMode = LOOP Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT End ConditionState = PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED SNOW REALLYDAMAGED Model = ABArFrcCmd_ES Animation = ABArFrcCmd_ES.ABArFrcCmd_ES AnimationMode = LOOP Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT End ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT SNOW Model = ABArFrcCmd_NS Animation = ABArFrcCmd_NS.ABArFrcCmd_NS AnimationMode = LOOP Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT End ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT SNOW DAMAGED Model = ABArFrcCmd_NDS Animation = ABArFrcCmd_NDS.ABArFrcCmd_NDS AnimationMode = LOOP Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT End ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT SNOW REALLYDAMAGED Model = ABArFrcCmd_NES Animation = ABArFrcCmd_NES.ABArFrcCmd_NES AnimationMode = LOOP Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT End ConditionState = AWAITING_CONSTRUCTION Model = NONE End AliasConditionState = AWAITING_CONSTRUCTION DAMAGED AliasConditionState = AWAITING_CONSTRUCTION REALLYDAMAGED AliasConditionState = AWAITING_CONSTRUCTION NIGHT AliasConditionState = AWAITING_CONSTRUCTION NIGHT DAMAGED AliasConditionState = AWAITING_CONSTRUCTION NIGHT REALLYDAMAGED AliasConditionState = AWAITING_CONSTRUCTION SNOW AliasConditionState = AWAITING_CONSTRUCTION SNOW DAMAGED AliasConditionState = AWAITING_CONSTRUCTION SNOW REALLYDAMAGED AliasConditionState = AWAITING_CONSTRUCTION NIGHT SNOW AliasConditionState = AWAITING_CONSTRUCTION NIGHT SNOW DAMAGED AliasConditionState = AWAITING_CONSTRUCTION NIGHT SNOW REALLYDAMAGED AliasConditionState = SOLD AliasConditionState = SOLD DAMAGED AliasConditionState = SOLD REALLYDAMAGED AliasConditionState = SOLD NIGHT AliasConditionState = SOLD NIGHT DAMAGED AliasConditionState = SOLD NIGHT REALLYDAMAGED AliasConditionState = SOLD SNOW AliasConditionState = SOLD SNOW DAMAGED AliasConditionState = SOLD SNOW REALLYDAMAGED AliasConditionState = SOLD NIGHT SNOW AliasConditionState = SOLD NIGHT SNOW DAMAGED AliasConditionState = SOLD NIGHT SNOW REALLYDAMAGED ;************************************************************************************************************************** End ; ------------ blinky production lights ----------------- Draw = W3DModelDraw ModuleTag_02 DefaultConditionState Model = None End ConditionState = ACTIVELY_CONSTRUCTING Model = ABArFrcCmd_A9 Animation = ABArFrcCmd_A9.ABArFrcCmd_A9 AnimationMode = LOOP End End ; ----------------- door #1 ------------------- Draw = W3DModelDraw ModuleTag_03 ConditionState = NONE Model = ABArFrcCmd_A7 Animation = ABArFrcCmd_A7.ABArFrcCmd_A7 AnimationMode = MANUAL Flags = START_FRAME_FIRST End AliasConditionState = NIGHT AliasConditionState = SNOW AliasConditionState = NIGHT SNOW AliasConditionState = NIGHT DAMAGED AliasConditionState = SNOW DAMAGED AliasConditionState = NIGHT SNOW DAMAGED AliasConditionState = NIGHT REALLYDAMAGED RUBBLE AliasConditionState = SNOW REALLYDAMAGED RUBBLE AliasConditionState = NIGHT SNOW REALLYDAMAGED RUBBLE ConditionState = DOOR_1_OPENING Model = ABArFrcCmd_A7 Animation = ABArFrcCmd_A7.ABArFrcCmd_A7 AnimationMode = ONCE Flags = START_FRAME_FIRST End AliasConditionState = NIGHT DOOR_1_OPENING AliasConditionState = SNOW DOOR_1_OPENING AliasConditionState = NIGHT SNOW DOOR_1_OPENING AliasConditionState = NIGHT DAMAGED DOOR_1_OPENING AliasConditionState = SNOW DAMAGED DOOR_1_OPENING AliasConditionState = NIGHT SNOW DAMAGED DOOR_1_OPENING AliasConditionState = NIGHT REALLYDAMAGED RUBBLE DOOR_1_OPENING AliasConditionState = SNOW REALLYDAMAGED RUBBLE DOOR_1_OPENING AliasConditionState = NIGHT SNOW REALLYDAMAGED RUBBLE DOOR_1_OPENING ConditionState = DOOR_1_CLOSING Model = ABArFrcCmd_A7 Animation = ABArFrcCmd_A7.ABArFrcCmd_A7 AnimationMode = ONCE_BACKWARDS Flags = START_FRAME_LAST End AliasConditionState = NIGHT DOOR_1_CLOSING AliasConditionState = SNOW DOOR_1_CLOSING AliasConditionState = NIGHT SNOW DOOR_1_CLOSING AliasConditionState = NIGHT DAMAGED DOOR_1_CLOSING AliasConditionState = SNOW DAMAGED DOOR_1_CLOSING AliasConditionState = NIGHT SNOW DAMAGED DOOR_1_CLOSING AliasConditionState = NIGHT REALLYDAMAGED RUBBLE DOOR_1_CLOSING AliasConditionState = SNOW REALLYDAMAGED RUBBLE DOOR_1_CLOSING AliasConditionState = NIGHT SNOW REALLYDAMAGED RUBBLE DOOR_1_CLOSING ConditionState = DOOR_1_WAITING_OPEN Model = ABArFrcCmd_A7 Animation = ABArFrcCmd_A7.ABArFrcCmd_A7 AnimationMode = MANUAL Flags = START_FRAME_LAST End AliasConditionState = NIGHT DOOR_1_WAITING_OPEN AliasConditionState = SNOW DOOR_1_WAITING_OPEN AliasConditionState = NIGHT SNOW DOOR_1_WAITING_OPEN AliasConditionState = NIGHT DAMAGED DOOR_1_WAITING_OPEN AliasConditionState = SNOW DAMAGED DOOR_1_WAITING_OPEN AliasConditionState = NIGHT SNOW DAMAGED DOOR_1_WAITING_OPEN AliasConditionState = NIGHT REALLYDAMAGED RUBBLE DOOR_1_WAITING_OPEN AliasConditionState = SNOW REALLYDAMAGED RUBBLE DOOR_1_WAITING_OPEN AliasConditionState = NIGHT SNOW REALLYDAMAGED RUBBLE DOOR_1_WAITING_OPEN ;************************************************************************************************************************** ;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 = ABArFrcCmd_A7 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT End AliasConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT AliasConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED SNOW AliasConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT SNOW ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED DAMAGED Model = ABArFrcCmd_A7 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT End AliasConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED DAMAGED NIGHT AliasConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED DAMAGED SNOW AliasConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED DAMAGED NIGHT SNOW ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED REALLYDAMAGED Model = ABArFrcCmd_A7 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT End AliasConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED REALLYDAMAGED NIGHT AliasConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED REALLYDAMAGED SNOW AliasConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED REALLYDAMAGED NIGHT SNOW ConditionState = AWAITING_CONSTRUCTION Model = NONE End AliasConditionState = AWAITING_CONSTRUCTION DAMAGED AliasConditionState = AWAITING_CONSTRUCTION REALLYDAMAGED AliasConditionState = AWAITING_CONSTRUCTION NIGHT AliasConditionState = AWAITING_CONSTRUCTION NIGHT DAMAGED AliasConditionState = AWAITING_CONSTRUCTION NIGHT REALLYDAMAGED AliasConditionState = AWAITING_CONSTRUCTION NIGHT SNOW AliasConditionState = AWAITING_CONSTRUCTION NIGHT SNOW DAMAGED AliasConditionState = AWAITING_CONSTRUCTION NIGHT SNOW REALLYDAMAGED AliasConditionState = SOLD 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 ; ----------------- door #2 ------------------- Draw = W3DModelDraw ModuleTag_04 DefaultConditionState Model = ABArFrcCmd_A8 Animation = ABArFrcCmd_A8.ABArFrcCmd_A8 AnimationMode = MANUAL Flags = START_FRAME_FIRST End AliasConditionState = NIGHT AliasConditionState = SNOW AliasConditionState = NIGHT SNOW AliasConditionState = NIGHT DAMAGED AliasConditionState = SNOW DAMAGED AliasConditionState = NIGHT SNOW DAMAGED AliasConditionState = NIGHT REALLYDAMAGED RUBBLE AliasConditionState = SNOW REALLYDAMAGED RUBBLE AliasConditionState = NIGHT SNOW REALLYDAMAGED RUBBLE ConditionState = DOOR_2_OPENING Model = ABArFrcCmd_A8 Animation = ABArFrcCmd_A8.ABArFrcCmd_A8 AnimationMode = ONCE Flags = START_FRAME_FIRST End AliasConditionState = NIGHT DOOR_2_OPENING AliasConditionState = SNOW DOOR_2_OPENING AliasConditionState = NIGHT SNOW DOOR_2_OPENING AliasConditionState = NIGHT DAMAGED DOOR_2_OPENING AliasConditionState = SNOW DAMAGED DOOR_2_OPENING AliasConditionState = NIGHT SNOW DAMAGED DOOR_2_OPENING AliasConditionState = NIGHT REALLYDAMAGED RUBBLE DOOR_2_OPENING AliasConditionState = SNOW REALLYDAMAGED RUBBLE DOOR_2_OPENING AliasConditionState = NIGHT SNOW REALLYDAMAGED RUBBLE DOOR_2_OPENING ConditionState = DOOR_2_CLOSING Model = ABArFrcCmd_A8 Animation = ABArFrcCmd_A8.ABArFrcCmd_A8 AnimationMode = ONCE_BACKWARDS Flags = START_FRAME_LAST End AliasConditionState = NIGHT DOOR_2_CLOSING AliasConditionState = SNOW DOOR_2_CLOSING AliasConditionState = NIGHT SNOW DOOR_2_CLOSING AliasConditionState = NIGHT DAMAGED DOOR_2_CLOSING AliasConditionState = SNOW DAMAGED DOOR_2_CLOSING AliasConditionState = NIGHT SNOW DAMAGED DOOR_2_CLOSING AliasConditionState = NIGHT REALLYDAMAGED RUBBLE DOOR_2_CLOSING AliasConditionState = SNOW REALLYDAMAGED RUBBLE DOOR_2_CLOSING AliasConditionState = NIGHT SNOW REALLYDAMAGED RUBBLE DOOR_2_CLOSING ConditionState = DOOR_2_WAITING_OPEN Model = ABArFrcCmd_A8 Animation = ABArFrcCmd_A8.ABArFrcCmd_A8 AnimationMode = MANUAL Flags = START_FRAME_LAST End AliasConditionState = NIGHT DOOR_2_WAITING_OPEN AliasConditionState = SNOW DOOR_2_WAITING_OPEN AliasConditionState = NIGHT SNOW DOOR_2_WAITING_OPEN AliasConditionState = NIGHT DAMAGED DOOR_2_WAITING_OPEN AliasConditionState = SNOW DAMAGED DOOR_2_WAITING_OPEN AliasConditionState = NIGHT SNOW DAMAGED DOOR_2_WAITING_OPEN AliasConditionState = NIGHT REALLYDAMAGED RUBBLE DOOR_2_WAITING_OPEN AliasConditionState = SNOW REALLYDAMAGED RUBBLE DOOR_2_WAITING_OPEN AliasConditionState = NIGHT SNOW REALLYDAMAGED RUBBLE DOOR_2_WAITING_OPEN ;************************************************************************************************************************** ;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 = ABArFrcCmd_A8 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT End AliasConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT AliasConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED SNOW AliasConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT SNOW ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED DAMAGED Model = ABArFrcCmd_A8 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT End AliasConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED DAMAGED NIGHT AliasConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED DAMAGED SNOW AliasConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED DAMAGED NIGHT SNOW ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED REALLYDAMAGED Model = ABArFrcCmd_A8 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT End AliasConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED REALLYDAMAGED NIGHT AliasConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED REALLYDAMAGED SNOW AliasConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED REALLYDAMAGED NIGHT SNOW ConditionState = AWAITING_CONSTRUCTION Model = NONE End AliasConditionState = AWAITING_CONSTRUCTION DAMAGED AliasConditionState = AWAITING_CONSTRUCTION REALLYDAMAGED AliasConditionState = AWAITING_CONSTRUCTION NIGHT AliasConditionState = AWAITING_CONSTRUCTION NIGHT DAMAGED AliasConditionState = AWAITING_CONSTRUCTION NIGHT REALLYDAMAGED AliasConditionState = AWAITING_CONSTRUCTION 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 ; ----------------- door #3 ------------------- Draw = W3DModelDraw ModuleTag_05 DefaultConditionState Model = ABArFrcCmd_A2 Animation = ABArFrcCmd_A2.ABArFrcCmd_A2 AnimationMode = MANUAL Flags = START_FRAME_FIRST End AliasConditionState = NIGHT AliasConditionState = SNOW AliasConditionState = NIGHT SNOW AliasConditionState = NIGHT DAMAGED AliasConditionState = SNOW DAMAGED AliasConditionState = NIGHT SNOW DAMAGED AliasConditionState = NIGHT REALLYDAMAGED RUBBLE AliasConditionState = SNOW REALLYDAMAGED RUBBLE AliasConditionState = NIGHT SNOW REALLYDAMAGED RUBBLE ConditionState = DOOR_3_OPENING Model = ABArFrcCmd_A2 Animation = ABArFrcCmd_A2.ABArFrcCmd_A2 AnimationMode = ONCE Flags = START_FRAME_FIRST End AliasConditionState = NIGHT DOOR_3_OPENING AliasConditionState = SNOW DOOR_3_OPENING AliasConditionState = NIGHT SNOW DOOR_3_OPENING AliasConditionState = NIGHT DAMAGED DOOR_3_OPENING AliasConditionState = SNOW DAMAGED DOOR_3_OPENING AliasConditionState = NIGHT SNOW DAMAGED DOOR_3_OPENING AliasConditionState = NIGHT REALLYDAMAGED RUBBLE DOOR_3_OPENING AliasConditionState = SNOW REALLYDAMAGED RUBBLE DOOR_3_OPENING AliasConditionState = NIGHT SNOW REALLYDAMAGED RUBBLE DOOR_3_OPENING ConditionState = DOOR_3_CLOSING Model = ABArFrcCmd_A2 Animation = ABArFrcCmd_A2.ABArFrcCmd_A2 AnimationMode = ONCE_BACKWARDS Flags = START_FRAME_LAST End AliasConditionState = NIGHT DOOR_3_CLOSING AliasConditionState = SNOW DOOR_3_CLOSING AliasConditionState = NIGHT SNOW DOOR_3_CLOSING AliasConditionState = NIGHT DAMAGED DOOR_3_CLOSING AliasConditionState = SNOW DAMAGED DOOR_3_CLOSING AliasConditionState = NIGHT SNOW DAMAGED DOOR_3_CLOSING AliasConditionState = NIGHT REALLYDAMAGED RUBBLE DOOR_3_CLOSING AliasConditionState = SNOW REALLYDAMAGED RUBBLE DOOR_3_CLOSING AliasConditionState = NIGHT SNOW REALLYDAMAGED RUBBLE DOOR_3_CLOSING ConditionState = DOOR_3_WAITING_OPEN Model = ABArFrcCmd_A2 Animation = ABArFrcCmd_A2.ABArFrcCmd_A2 AnimationMode = MANUAL Flags = START_FRAME_LAST End AliasConditionState = NIGHT DOOR_3_WAITING_OPEN AliasConditionState = SNOW DOOR_3_WAITING_OPEN AliasConditionState = NIGHT SNOW DOOR_3_WAITING_OPEN AliasConditionState = NIGHT DAMAGED DOOR_3_WAITING_OPEN AliasConditionState = SNOW DAMAGED DOOR_3_WAITING_OPEN AliasConditionState = NIGHT SNOW DAMAGED DOOR_3_WAITING_OPEN AliasConditionState = NIGHT REALLYDAMAGED RUBBLE DOOR_3_WAITING_OPEN AliasConditionState = SNOW REALLYDAMAGED RUBBLE DOOR_3_WAITING_OPEN AliasConditionState = NIGHT SNOW REALLYDAMAGED RUBBLE DOOR_3_WAITING_OPEN ;************************************************************************************************************************** ;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 = ABArFrcCmd_A2 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT End AliasConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT AliasConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED SNOW AliasConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT SNOW ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED DAMAGED Model = ABArFrcCmd_A2 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT End AliasConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED DAMAGED NIGHT AliasConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED DAMAGED SNOW AliasConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED DAMAGED NIGHT SNOW ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED REALLYDAMAGED Model = ABArFrcCmd_A2 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT End AliasConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED REALLYDAMAGED NIGHT AliasConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED REALLYDAMAGED SNOW AliasConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED REALLYDAMAGED NIGHT SNOW ConditionState = AWAITING_CONSTRUCTION Model = NONE End AliasConditionState = AWAITING_CONSTRUCTION DAMAGED AliasConditionState = AWAITING_CONSTRUCTION REALLYDAMAGED AliasConditionState = AWAITING_CONSTRUCTION NIGHT AliasConditionState = AWAITING_CONSTRUCTION NIGHT DAMAGED AliasConditionState = AWAITING_CONSTRUCTION NIGHT REALLYDAMAGED AliasConditionState = AWAITING_CONSTRUCTION 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 ; ----------------- door #4 ------------------- Draw = W3DModelDraw ModuleTag_06 DefaultConditionState Model = ABArFrcCmd_A3 Animation = ABArFrcCmd_A3.ABArFrcCmd_A3 AnimationMode = MANUAL Flags = START_FRAME_FIRST End AliasConditionState = NIGHT AliasConditionState = SNOW AliasConditionState = NIGHT SNOW AliasConditionState = NIGHT DAMAGED AliasConditionState = SNOW DAMAGED AliasConditionState = NIGHT SNOW DAMAGED AliasConditionState = NIGHT REALLYDAMAGED RUBBLE AliasConditionState = SNOW REALLYDAMAGED RUBBLE AliasConditionState = NIGHT SNOW REALLYDAMAGED RUBBLE ConditionState = DOOR_4_OPENING Model = ABArFrcCmd_A3 Animation = ABArFrcCmd_A3.ABArFrcCmd_A3 AnimationMode = ONCE Flags = START_FRAME_FIRST End AliasConditionState = NIGHT DOOR_4_OPENING AliasConditionState = SNOW DOOR_4_OPENING AliasConditionState = NIGHT SNOW DOOR_4_OPENING AliasConditionState = NIGHT DAMAGED DOOR_4_OPENING AliasConditionState = SNOW DAMAGED DOOR_4_OPENING AliasConditionState = NIGHT SNOW DAMAGED DOOR_4_OPENING AliasConditionState = NIGHT REALLYDAMAGED RUBBLE DOOR_4_OPENING AliasConditionState = SNOW REALLYDAMAGED RUBBLE DOOR_4_OPENING AliasConditionState = NIGHT SNOW REALLYDAMAGED RUBBLE DOOR_4_OPENING ConditionState = DOOR_4_CLOSING Model = ABArFrcCmd_A3 Animation = ABArFrcCmd_A3.ABArFrcCmd_A3 AnimationMode = ONCE_BACKWARDS Flags = START_FRAME_LAST End AliasConditionState = NIGHT DOOR_4_CLOSING AliasConditionState = SNOW DOOR_4_CLOSING AliasConditionState = NIGHT SNOW DOOR_4_CLOSING AliasConditionState = NIGHT DAMAGED DOOR_4_CLOSING AliasConditionState = SNOW DAMAGED DOOR_4_CLOSING AliasConditionState = NIGHT SNOW DAMAGED DOOR_4_CLOSING AliasConditionState = NIGHT REALLYDAMAGED RUBBLE DOOR_4_CLOSING AliasConditionState = SNOW REALLYDAMAGED RUBBLE DOOR_4_CLOSING AliasConditionState = NIGHT SNOW REALLYDAMAGED RUBBLE DOOR_4_CLOSING ConditionState = DOOR_4_WAITING_OPEN Model = ABArFrcCmd_A3 Animation = ABArFrcCmd_A3.ABArFrcCmd_A3 AnimationMode = MANUAL Flags = START_FRAME_LAST End AliasConditionState = NIGHT DOOR_4_WAITING_OPEN AliasConditionState = SNOW DOOR_4_WAITING_OPEN AliasConditionState = NIGHT SNOW DOOR_4_WAITING_OPEN AliasConditionState = NIGHT DAMAGED DOOR_4_WAITING_OPEN AliasConditionState = SNOW DAMAGED DOOR_4_WAITING_OPEN AliasConditionState = NIGHT SNOW DAMAGED DOOR_4_WAITING_OPEN AliasConditionState = NIGHT REALLYDAMAGED RUBBLE DOOR_4_WAITING_OPEN AliasConditionState = SNOW REALLYDAMAGED RUBBLE DOOR_4_WAITING_OPEN AliasConditionState = NIGHT SNOW REALLYDAMAGED RUBBLE DOOR_4_WAITING_OPEN ;************************************************************************************************************************** ;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 = ABArFrcCmd_A3 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT End AliasConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT AliasConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED SNOW AliasConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT SNOW ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED DAMAGED Model = ABArFrcCmd_A3 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT End AliasConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED DAMAGED NIGHT AliasConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED DAMAGED SNOW AliasConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED DAMAGED NIGHT SNOW ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED REALLYDAMAGED Model = ABArFrcCmd_A3 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT End AliasConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED REALLYDAMAGED NIGHT AliasConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED REALLYDAMAGED SNOW AliasConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED REALLYDAMAGED NIGHT SNOW ConditionState = AWAITING_CONSTRUCTION Model = NONE End AliasConditionState = AWAITING_CONSTRUCTION DAMAGED AliasConditionState = AWAITING_CONSTRUCTION REALLYDAMAGED AliasConditionState = AWAITING_CONSTRUCTION NIGHT AliasConditionState = AWAITING_CONSTRUCTION NIGHT DAMAGED AliasConditionState = AWAITING_CONSTRUCTION NIGHT REALLYDAMAGED AliasConditionState = AWAITING_CONSTRUCTION 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_07 AnimationsRequirePower = No DefaultConditionState Model = None TransitionKey = DOWN_DEFAULT End ConditionState = NIGHT Model = None TransitionKey = DOWN_DEFAULT End ConditionState = SNOW Model = None TransitionKey = DOWN_DEFAULT End ConditionState = SNOW NIGHT Model = None TransitionKey = DOWN_DEFAULT End ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED Model = ABArFrcCmd_A4 Animation = ABArFrcCmd_A4.ABArFrcCmd_A4 AnimationMode = MANUAL Flags = START_FRAME_LAST TransitionKey = UP_DAY ParticleSysBone = SmokeS01 SmokeBuildingSmall ParticleSysBone = SparksS01 LiveWireSparks02 End ConditionState = NIGHT AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED Model = ABArFrcCmd_A4N Animation = ABArFrcCmd_A4N.ABArFrcCmd_A4N AnimationMode = MANUAL Flags = START_FRAME_LAST TransitionKey = UP_NIGHT ParticleSysBone = SmokeS01 SmokeBuildingSmall ParticleSysBone = SparksS01 LiveWireSparks02 End ConditionState = SNOW AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED Model = ABArFrcCmd_A4S Animation = ABArFrcCmd_A4S.ABArFrcCmd_A4S AnimationMode = MANUAL Flags = START_FRAME_LAST TransitionKey = UP_SNOW ParticleSysBone = SmokeS01 SmokeBuildingSmall ParticleSysBone = SparksS01 LiveWireSparks02 End ConditionState = SNOW NIGHT AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED Model = ABArFrcCmd_A4SN ; @todo srj -- missing Animation = ABArFrcCmd_A4SN.ABArFrcCmd_A4SN AnimationMode = MANUAL Flags = START_FRAME_LAST TransitionKey = UP_SNOWNIGHT ParticleSysBone = SmokeS01 SmokeBuildingSmall ParticleSysBone = SparksS01 LiveWireSparks02 End TransitionState = DOWN_DEFAULT UP_DAY Model = ABArFrcCmd_A4 Animation = ABArFrcCmd_A4.ABArFrcCmd_A4 AnimationMode = ONCE AnimationSpeedFactorRange = 1.0 1.0 Flags = START_FRAME_FIRST End TransitionState = DOWN_DEFAULT UP_NIGHT Model = ABArFrcCmd_A4N Animation = ABArFrcCmd_A4N.ABArFrcCmd_A4N AnimationMode = ONCE AnimationSpeedFactorRange = 1.0 1.0 Flags = START_FRAME_FIRST End TransitionState = DOWN_DEFAULT UP_SNOW Model = ABArFrcCmd_A4S Animation = ABArFrcCmd_A4S.ABArFrcCmd_A4S AnimationMode = ONCE AnimationSpeedFactorRange = 1.0 1.0 Flags = START_FRAME_FIRST End TransitionState = DOWN_DEFAULT UP_SNOWNIGHT Model = ABArFrcCmd_A4SN ; @todo srj -- missing Animation = ABArFrcCmd_A4SN.ABArFrcCmd_A4SN AnimationMode = ONCE AnimationSpeedFactorRange = 1.0 1.0 Flags = START_FRAME_FIRST End TransitionState = UP_DAY DOWN_DEFAULT Model = ABArFrcCmd_A4 Animation = ABArFrcCmd_A4.ABArFrcCmd_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 = ABArFrcCmd_A4N Animation = ABArFrcCmd_A4N.ABArFrcCmd_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 = ABArFrcCmd_A4S Animation = ABArFrcCmd_A4S.ABArFrcCmd_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 = ABArFrcCmd_A4SN ; @todo srj -- missing Animation = ABArFrcCmd_A4SN.ABArFrcCmd_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_08 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 = ABArFrcCmd_A6 Animation = ABArFrcCmd_A6.ABArFrcCmd_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 = ABArFrcCmd_A6N Animation = ABArFrcCmd_A6N.ABArFrcCmd_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 = ABArFrcCmd_A6S Animation = ABArFrcCmd_A6S.ABArFrcCmd_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 = ABArFrcCmd_A6SN ; @todo srj -- missing Animation = ABArFrcCmd_A6SN.ABArFrcCmd_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 = ABArFrcCmd_A6 Animation = ABArFrcCmd_A6.ABArFrcCmd_A6 AnimationMode = ONCE AnimationSpeedFactorRange = 1.0 1.0 Flags = START_FRAME_FIRST End TransitionState = DOWN_DEFAULT UP_NIGHT Model = ABArFrcCmd_A6N Animation = ABArFrcCmd_A6N.ABArFrcCmd_A6N AnimationMode = ONCE AnimationSpeedFactorRange = 1.0 1.0 Flags = START_FRAME_FIRST End TransitionState = DOWN_DEFAULT UP_SNOW Model = ABArFrcCmd_A6S Animation = ABArFrcCmd_A6S.ABArFrcCmd_A6S AnimationMode = ONCE AnimationSpeedFactorRange = 1.0 1.0 Flags = START_FRAME_FIRST End TransitionState = DOWN_DEFAULT UP_SNOWNIGHT Model = ABArFrcCmd_A6SN ; @todo srj -- missing Animation = ABArFrcCmd_A6SN.ABArFrcCmd_A6SN AnimationMode = ONCE AnimationSpeedFactorRange = 1.0 1.0 Flags = START_FRAME_FIRST End TransitionState = UP_DAY DOWN_DEFAULT Model = ABArFrcCmd_A6 Animation = ABArFrcCmd_A6.ABArFrcCmd_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 = ABArFrcCmd_A6N Animation = ABArFrcCmd_A6N.ABArFrcCmd_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 = ABArFrcCmd_A6S Animation = ABArFrcCmd_A6S.ABArFrcCmd_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 = ABArFrcCmd_A6SN ; @todo srj -- missing Animation = ABArFrcCmd_A6SN.ABArFrcCmd_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_09 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 = ABArFrcCmd_A5 Animation = ABArFrcCmd_A5.ABArFrcCmd_A5 AnimationMode = LOOP TransitionKey = UP_DAY End ConditionState = NIGHT ACTIVELY_BEING_CONSTRUCTED Model = ABArFrcCmd_A5N Animation = ABArFrcCmd_A5N.ABArFrcCmd_A5N AnimationMode = LOOP TransitionKey = UP_NIGHT End ConditionState = SNOW ACTIVELY_BEING_CONSTRUCTED Model = ABArFrcCmd_A5S Animation = ABArFrcCmd_A5S.ABArFrcCmd_A5S AnimationMode = LOOP TransitionKey = UP_SNOW End ConditionState = SNOW NIGHT ACTIVELY_BEING_CONSTRUCTED Model = ABArFrcCmd_A5SN Animation = ABArFrcCmd_A5SN.ABArFrcCmd_A5SN AnimationMode = LOOP TransitionKey = UP_SNOWNIGHT End TransitionState = DOWN_DEFAULT UP_DAY Model = ABArFrcCmd_AB Animation = ABArFrcCmd_AB.ABArFrcCmd_AB AnimationMode = ONCE AnimationSpeedFactorRange = 1.0 1.0 Flags = START_FRAME_FIRST End TransitionState = DOWN_DEFAULT UP_NIGHT Model = ABArFrcCmd_ABN Animation = ABArFrcCmd_ABN.ABArFrcCmd_ABN AnimationMode = ONCE AnimationSpeedFactorRange = 1.0 1.0 Flags = START_FRAME_FIRST End TransitionState = DOWN_DEFAULT UP_SNOW Model = ABArFrcCmd_ABS ; @todo srj -- not found Animation = ABArFrcCmd_ABS.ABArFrcCmd_ABS AnimationMode = ONCE AnimationSpeedFactorRange = 1.0 1.0 Flags = START_FRAME_FIRST End TransitionState = DOWN_DEFAULT UP_SNOWNIGHT Model = ABArFrcCmd_ABSN Animation = ABArFrcCmd_ABSN.ABArFrcCmd_ABSN AnimationMode = ONCE AnimationSpeedFactorRange = 1.0 1.0 Flags = START_FRAME_FIRST End TransitionState = UP_DAY DOWN_DEFAULT Model = ABArFrcCmd_AB Animation = ABArFrcCmd_AB.ABArFrcCmd_AB AnimationMode = ONCE_BACKWARDS AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly Flags = START_FRAME_LAST End TransitionState = UP_NIGHT DOWN_DEFAULT Model = ABArFrcCmd_ABN Animation = ABArFrcCmd_ABN.ABArFrcCmd_ABN AnimationMode = ONCE_BACKWARDS AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly Flags = START_FRAME_LAST End TransitionState = UP_SNOW DOWN_DEFAULT Model = ABArFrcCmd_ABS ; @todo srj -- not found Animation = ABArFrcCmd_ABS.ABArFrcCmd_ABS AnimationMode = ONCE_BACKWARDS AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly Flags = START_FRAME_LAST End TransitionState = UP_SNOWNIGHT DOWN_DEFAULT Model = ABArFrcCmd_ABS Animation = ABArFrcCmd_ABS.ABArFrcCmd_ABS 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:Airfield Side = America EditorSorting = STRUCTURE Prerequisites Object = AmericaSupplyCenter End BuildCost = 1000 BuildTime = 30.0 ; in seconds EnergyProduction = -1 CommandSet = AmericaAirfieldCommandSet VisionRange = 200.0 ; Shroud clearing distance ShroudClearingRange = 200 ArmorSet Conditions = None Armor = StructureArmor DamageFX = StructureDamageFXNoShake End ExperienceValue = 150 150 150 150 ; Experience point value at each level ; *** AUDIO Parameters *** VoiceSelect = AirfieldUSASelect SoundOnDamaged = BuildingDamagedStateLight SoundOnReallyDamaged = BuildingDestroy UnitSpecificSounds UnderConstruction = UnderConstructionLoop End ; *** ENGINEERING Parameters *** RadarPriority = STRUCTURE KindOf = PRELOAD STRUCTURE SELECTABLE IMMOBILE SCORE CAPTURABLE FS_FACTORY MP_COUNT_FOR_VICTORY AUTO_RALLYPOINT FS_AIRFIELD Body = StructureBody ModuleTag_10 MaxHealth = 1500.0 InitialHealth = 1500.0 ; 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 = 1700 SubdualDamageHealRate = 500 SubdualDamageHealAmount = 100 End Behavior = ParkingPlaceBehavior ModuleTag_11 HealAmountPerSecond = 10 NumRows = 2 NumCols = 2 HasRunways = Yes ApproachHeight = 50 End Behavior = ProductionUpdate ModuleTag_12 NumDoorAnimations = 4 DoorOpeningTime = 2000 ;in mSeconds DoorWaitOpenTime = 3000 ;in mSeconds DoorCloseTime = 2000 ;in mSeconds ConstructionCompleteDuration = 1000 ;in mSeconds End Behavior = BaseRegenerateUpdate ModuleTag_13 ;No data End Behavior = DestroyDie ModuleTag_14 ;nothing End Behavior = CreateObjectDie ModuleTag_15 CreationList = OCL_ABPowerPlantExplode End Behavior = CreateObjectDie ModuleTag_16 CreationList = OCL_AmericanRangerDebris02 ExemptStatus = UNDER_CONSTRUCTION End Behavior = FXListDie ModuleTag_17 DeathFX = FX_StructureMediumDeath End Behavior = FlammableUpdate ModuleTag_19 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_31 ;-------------DESIGNED FOR MEDIUM SIZED FACTION BUILDING TRANSITIONS------------------- DamagedParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionMediumSmoke ;--------------------------------------------------------------------------------------- ReallyDamagedParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionMediumSmoke ReallyDamagedParticleSystem2 = Bone:None RandomBone:No PSys:StructureTransitionMediumExplosion ReallyDamagedParticleSystem3 = Bone:None RandomBone:No PSys:StructureTransitionMediumShockwave End Geometry = BOX GeometryMajorRadius = 112.0 GeometryMinorRadius = 74.0 GeometryHeight = 25.0 GeometryIsSmall = No FactoryExitWidth = 25 Shadow = SHADOW_VOLUME BuildCompletion = PLACED_BY_PLAYER End ;------------------------------------------------------------------------------ Object ChinaAirfield ; *** ART Parameters *** SelectPortrait = SNAirfield_L ButtonImage = SNAirfield Draw = W3DModelDraw ModuleTag_01 OkToChangeModelColor = Yes ExtraPublicBone = Runway1Parking1 ExtraPublicBone = Runway1Parking2 ExtraPublicBone = Runway2Parking1 ExtraPublicBone = Runway2Parking2 ExtraPublicBone = Runway1Park1Han ExtraPublicBone = Runway1Park2Han ExtraPublicBone = Runway2Park1Han ExtraPublicBone = Runway2Park2Han ExtraPublicBone = Runway1Prep1 ExtraPublicBone = Runway1Prep2 ExtraPublicBone = Runway2Prep1 ExtraPublicBone = Runway2Prep2 ExtraPublicBone = RunwayStart1 ExtraPublicBone = RunwayStart2 ExtraPublicBone = RunwayEnd1 ExtraPublicBone = RunwayEnd2 ExtraPublicBone = HeliPark01 ; ------------- DAY ------------------ DefaultConditionState Model = NBAirfield Animation = NBAirfield.NBAirfield AnimationMode = LOOP End ConditionState = DAMAGED Model = NBAirfield_D Animation = NBAirfield_D.NBAirfield_D AnimationMode = LOOP End ConditionState = REALLYDAMAGED RUBBLE Model = NBAirfield_E Animation = NBAirfield_E.NBAirfield_E AnimationMode = LOOP End ; ------------- SNOW ------------------ ConditionState = SNOW Model = NBAirfield_S Animation = NBAirfield_S.NBAirfield_S AnimationMode = LOOP End ConditionState = DAMAGED SNOW Model = NBAirfield_DS Animation = NBAirfield_DS.NBAirfield_DS AnimationMode = LOOP End ConditionState = REALLYDAMAGED RUBBLE SNOW Model = NBAirfield_ES Animation = NBAirfield_ES.NBAirfield_ES AnimationMode = LOOP End ; ------------- NIGHT ------------------ ConditionState = NIGHT Model = NBAirfield_N Animation = NBAirfield_N.NBAirfield_N AnimationMode = LOOP End ConditionState = DAMAGED NIGHT Model = NBAirfield_DN Animation = NBAirfield_DN.NBAirfield_DN AnimationMode = LOOP End ConditionState = REALLYDAMAGED RUBBLE NIGHT Model = NBAirfield_EN Animation = NBAirfield_EN.NBAirfield_EN AnimationMode = LOOP End ; ------------- NIGHT SNOW------------------ ConditionState = NIGHT SNOW Model = NBAirfield_NS Animation = NBAirfield_NS.NBAirfield_NS AnimationMode = LOOP End ConditionState = DAMAGED NIGHT SNOW Model = NBAirfield_DNS Animation = NBAirfield_DNS.NBAirfield_DNS AnimationMode = LOOP End ConditionState = REALLYDAMAGED RUBBLE NIGHT SNOW Model = NBAirfield_ENS Animation = NBAirfield_ENS.NBAirfield_ENS AnimationMode = LOOP End ;************************************************************************************************************************** ;This block handles every possible case with construction process, selling process, awaiting construction, and sold states ;for this draw module ConditionState = PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED Model = NBAirfield Animation = NBAirfield.NBAirfield AnimationMode = LOOP Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT End ConditionState = PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED DAMAGED Model = NBAirfield_D Animation = NBAirfield_D.NBAirfield_D AnimationMode = LOOP Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT End ConditionState = PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED REALLYDAMAGED Model = NBAirfield_E Animation = NBAirfield_E.NBAirfield_E AnimationMode = LOOP Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT End ConditionState = PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT Model = NBAirfield_N Animation = NBAirfield_N.NBAirfield_N AnimationMode = LOOP Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT End ConditionState = PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT DAMAGED Model = NBAirfield_DN Animation = NBAirfield_DN.NBAirfield_DN AnimationMode = LOOP Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT End ConditionState = PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT REALLYDAMAGED Model = NBAirfield_EN Animation = NBAirfield_EN.NBAirfield_EN AnimationMode = LOOP Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT End ConditionState = PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED SNOW Model = NBAirfield_S Animation = NBAirfield_S.NBAirfield_S AnimationMode = LOOP Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT End ConditionState = PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED SNOW DAMAGED Model = NBAirfield_DS Animation = NBAirfield_DS.NBAirfield_DS AnimationMode = LOOP Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT End ConditionState = PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED SNOW REALLYDAMAGED Model = NBAirfield_ES Animation = NBAirfield_ES.NBAirfield_ES AnimationMode = LOOP Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT End ConditionState = PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT SNOW Model = NBAirfield_NS Animation = NBAirfield_NS.NBAirfield_NS AnimationMode = LOOP Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT End ConditionState = PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT SNOW DAMAGED Model = NBAirfield_DNS Animation = NBAirfield_DNS.NBAirfield_DNS AnimationMode = LOOP Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT End ConditionState = PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT SNOW REALLYDAMAGED Model = NBAirfield_ENS Animation = NBAirfield_ENS.NBAirfield_ENS AnimationMode = LOOP Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT End ConditionState = AWAITING_CONSTRUCTION Model = NONE End AliasConditionState = AWAITING_CONSTRUCTION DAMAGED AliasConditionState = AWAITING_CONSTRUCTION REALLYDAMAGED AliasConditionState = AWAITING_CONSTRUCTION NIGHT AliasConditionState = AWAITING_CONSTRUCTION NIGHT DAMAGED AliasConditionState = AWAITING_CONSTRUCTION NIGHT REALLYDAMAGED AliasConditionState = AWAITING_CONSTRUCTION SNOW AliasConditionState = AWAITING_CONSTRUCTION SNOW DAMAGED AliasConditionState = AWAITING_CONSTRUCTION SNOW REALLYDAMAGED AliasConditionState = AWAITING_CONSTRUCTION NIGHT SNOW AliasConditionState = AWAITING_CONSTRUCTION NIGHT SNOW DAMAGED AliasConditionState = AWAITING_CONSTRUCTION NIGHT SNOW REALLYDAMAGED AliasConditionState = SOLD AliasConditionState = SOLD DAMAGED AliasConditionState = SOLD REALLYDAMAGED AliasConditionState = SOLD NIGHT AliasConditionState = SOLD NIGHT DAMAGED AliasConditionState = SOLD NIGHT REALLYDAMAGED AliasConditionState = SOLD SNOW AliasConditionState = SOLD SNOW DAMAGED AliasConditionState = SOLD SNOW REALLYDAMAGED AliasConditionState = SOLD NIGHT SNOW AliasConditionState = SOLD NIGHT SNOW DAMAGED AliasConditionState = SOLD NIGHT SNOW REALLYDAMAGED ;************************************************************************************************************************** End Draw = W3DModelDraw ModuleTag_02 DefaultConditionState Model = None End End ; ----------------- door #1 ------------------- Draw = W3DModelDraw ModuleTag_03 DefaultConditionState Model = NBAirfield_A9 Animation = NBAirfield_A9.NBAirfield_A9 AnimationMode = MANUAL Flags = START_FRAME_FIRST End AliasConditionState = NIGHT AliasConditionState = SNOW AliasConditionState = SNOW NIGHT AliasConditionState = NIGHT DAMAGED AliasConditionState = SNOW DAMAGED AliasConditionState = SNOW NIGHT DAMAGED AliasConditionState = NIGHT REALLYDAMAGED RUBBLE AliasConditionState = SNOW REALLYDAMAGED RUBBLE AliasConditionState = SNOW NIGHT REALLYDAMAGED RUBBLE ConditionState = DOOR_1_OPENING Model = NBAirfield_A9 Animation = NBAirfield_A9.NBAirfield_A9 AnimationMode = ONCE Flags = START_FRAME_FIRST End AliasConditionState = NIGHT DOOR_1_OPENING AliasConditionState = SNOW DOOR_1_OPENING AliasConditionState = SNOW NIGHT DOOR_1_OPENING AliasConditionState = NIGHT DAMAGED DOOR_1_OPENING AliasConditionState = SNOW DAMAGED DOOR_1_OPENING AliasConditionState = SNOW NIGHT DAMAGED DOOR_1_OPENING AliasConditionState = NIGHT REALLYDAMAGED RUBBLE DOOR_1_OPENING AliasConditionState = SNOW REALLYDAMAGED RUBBLE DOOR_1_OPENING AliasConditionState = SNOW NIGHT REALLYDAMAGED RUBBLE DOOR_1_OPENING ConditionState = DOOR_1_CLOSING Model = NBAirfield_A9 Animation = NBAirfield_A9.NBAirfield_A9 AnimationMode = ONCE_BACKWARDS Flags = START_FRAME_LAST End AliasConditionState = NIGHT DOOR_1_CLOSING AliasConditionState = SNOW DOOR_1_CLOSING AliasConditionState = SNOW NIGHT DOOR_1_CLOSING AliasConditionState = NIGHT DAMAGED DOOR_1_CLOSING AliasConditionState = SNOW DAMAGED DOOR_1_CLOSING AliasConditionState = SNOW NIGHT DAMAGED DOOR_1_CLOSING AliasConditionState = NIGHT REALLYDAMAGED RUBBLE DOOR_1_CLOSING AliasConditionState = SNOW REALLYDAMAGED RUBBLE DOOR_1_CLOSING AliasConditionState = SNOW NIGHT REALLYDAMAGED RUBBLE DOOR_1_CLOSING ConditionState = DOOR_1_WAITING_OPEN Model = NBAirfield_A9 Animation = NBAirfield_A9.NBAirfield_A9 AnimationMode = MANUAL Flags = START_FRAME_LAST End AliasConditionState = NIGHT DOOR_1_WAITING_OPEN AliasConditionState = SNOW DOOR_1_WAITING_OPEN AliasConditionState = SNOW NIGHT DOOR_1_WAITING_OPEN AliasConditionState = NIGHT DAMAGED DOOR_1_WAITING_OPEN AliasConditionState = SNOW DAMAGED DOOR_1_WAITING_OPEN AliasConditionState = SNOW NIGHT DAMAGED DOOR_1_WAITING_OPEN AliasConditionState = NIGHT REALLYDAMAGED RUBBLE DOOR_1_WAITING_OPEN AliasConditionState = SNOW REALLYDAMAGED RUBBLE DOOR_1_WAITING_OPEN AliasConditionState = SNOW NIGHT REALLYDAMAGED RUBBLE DOOR_1_WAITING_OPEN ;************************************************************************************************************************** ;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 = NBAirfield_A9 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT End AliasConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT AliasConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED SNOW AliasConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT SNOW ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED DAMAGED Model = NBAirfield_A9 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT End AliasConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED DAMAGED NIGHT AliasConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED DAMAGED SNOW AliasConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED DAMAGED NIGHT SNOW ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED REALLYDAMAGED Model = NBAirfield_A9 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT End AliasConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED REALLYDAMAGED NIGHT AliasConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED REALLYDAMAGED SNOW AliasConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED REALLYDAMAGED NIGHT SNOW ConditionState = AWAITING_CONSTRUCTION Model = NONE End AliasConditionState = AWAITING_CONSTRUCTION DAMAGED AliasConditionState = AWAITING_CONSTRUCTION REALLYDAMAGED AliasConditionState = AWAITING_CONSTRUCTION NIGHT AliasConditionState = AWAITING_CONSTRUCTION NIGHT DAMAGED AliasConditionState = AWAITING_CONSTRUCTION NIGHT REALLYDAMAGED AliasConditionState = AWAITING_CONSTRUCTION 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 ; ----------------- door #2 ------------------- ; this one has no door #2... (srj) ; Draw = W3DModelDraw ; DefaultConditionState ; Model = NBAirfield_A10 ; Animation = NBAirfield_A10.NBAirfield_A10 ; AnimationMode = MANUAL ; Flags = START_FRAME_FIRST ; End ; ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED ; Model = NBAirfield_A10 ; Flags = START_FRAME_FIRST ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT ; End ; ConditionState = DOOR_2_OPENING ; Model = NBAirfield_A10 ; Animation = NBAirfield_A10.NBAirfield_A10 ; AnimationMode = ONCE ; Flags = START_FRAME_FIRST ; End ; ConditionState = DOOR_2_CLOSING ; Model = NBAirfield_A10 ; Animation = NBAirfield_A10.NBAirfield_A10 ; AnimationMode = ONCE_BACKWARDS ; Flags = START_FRAME_LAST ; End ; ConditionState = DOOR_2_WAITING_OPEN ; Model = NBAirfield_A10 ; Animation = NBAirfield_A10.NBAirfield_A10 ; AnimationMode = MANUAL ; Flags = START_FRAME_LAST ; End ; End ; ----------------- door #3 ------------------- Draw = W3DModelDraw ModuleTag_04 DefaultConditionState Model = NBAirfield_A10 Animation = NBAirfield_A10.NBAirfield_A10 AnimationMode = MANUAL Flags = START_FRAME_FIRST End AliasConditionState = NIGHT AliasConditionState = SNOW AliasConditionState = SNOW NIGHT AliasConditionState = NIGHT DAMAGED AliasConditionState = SNOW DAMAGED AliasConditionState = SNOW NIGHT DAMAGED AliasConditionState = NIGHT REALLYDAMAGED RUBBLE AliasConditionState = SNOW REALLYDAMAGED RUBBLE AliasConditionState = SNOW NIGHT REALLYDAMAGED RUBBLE ConditionState = DOOR_3_OPENING Model = NBAirfield_A10 Animation = NBAirfield_A10.NBAirfield_A10 AnimationMode = ONCE Flags = START_FRAME_FIRST End AliasConditionState = NIGHT DOOR_3_OPENING AliasConditionState = SNOW DOOR_3_OPENING AliasConditionState = SNOW NIGHT DOOR_3_OPENING AliasConditionState = NIGHT DAMAGED DOOR_3_OPENING AliasConditionState = SNOW DAMAGED DOOR_3_OPENING AliasConditionState = SNOW NIGHT DAMAGED DOOR_3_OPENING AliasConditionState = NIGHT REALLYDAMAGED RUBBLE DOOR_3_OPENING AliasConditionState = SNOW REALLYDAMAGED RUBBLE DOOR_3_OPENING AliasConditionState = SNOW NIGHT REALLYDAMAGED RUBBLE DOOR_3_OPENING ConditionState = DOOR_3_CLOSING Model = NBAirfield_A10 Animation = NBAirfield_A10.NBAirfield_A10 AnimationMode = ONCE_BACKWARDS Flags = START_FRAME_LAST End AliasConditionState = NIGHT DOOR_3_CLOSING AliasConditionState = SNOW DOOR_3_CLOSING AliasConditionState = SNOW NIGHT DOOR_3_CLOSING AliasConditionState = NIGHT DAMAGED DOOR_3_CLOSING AliasConditionState = SNOW DAMAGED DOOR_3_CLOSING AliasConditionState = SNOW NIGHT DAMAGED DOOR_3_CLOSING AliasConditionState = NIGHT REALLYDAMAGED RUBBLE DOOR_3_CLOSING AliasConditionState = SNOW REALLYDAMAGED RUBBLE DOOR_3_CLOSING AliasConditionState = SNOW NIGHT REALLYDAMAGED RUBBLE DOOR_3_CLOSING ConditionState = DOOR_3_WAITING_OPEN Model = NBAirfield_A10 Animation = NBAirfield_A10.NBAirfield_A10 AnimationMode = MANUAL Flags = START_FRAME_LAST End AliasConditionState = NIGHT DOOR_3_WAITING_OPEN AliasConditionState = SNOW DOOR_3_WAITING_OPEN AliasConditionState = SNOW NIGHT DOOR_3_WAITING_OPEN AliasConditionState = NIGHT DAMAGED DOOR_3_WAITING_OPEN AliasConditionState = SNOW DAMAGED DOOR_3_WAITING_OPEN AliasConditionState = SNOW NIGHT DAMAGED DOOR_3_WAITING_OPEN AliasConditionState = NIGHT REALLYDAMAGED RUBBLE DOOR_3_WAITING_OPEN AliasConditionState = SNOW REALLYDAMAGED RUBBLE DOOR_3_WAITING_OPEN AliasConditionState = SNOW NIGHT REALLYDAMAGED RUBBLE DOOR_3_WAITING_OPEN ;************************************************************************************************************************** ;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 = NBAirfield_A10 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT End AliasConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT AliasConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED SNOW AliasConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT SNOW ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED DAMAGED Model = NBAirfield_A10 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT End AliasConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED DAMAGED NIGHT AliasConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED DAMAGED SNOW AliasConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED DAMAGED NIGHT SNOW ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED REALLYDAMAGED Model = NBAirfield_A10 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT End AliasConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED REALLYDAMAGED NIGHT AliasConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED REALLYDAMAGED SNOW AliasConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED REALLYDAMAGED NIGHT SNOW ConditionState = AWAITING_CONSTRUCTION Model = NONE End AliasConditionState = AWAITING_CONSTRUCTION DAMAGED AliasConditionState = AWAITING_CONSTRUCTION REALLYDAMAGED AliasConditionState = AWAITING_CONSTRUCTION NIGHT AliasConditionState = AWAITING_CONSTRUCTION NIGHT DAMAGED AliasConditionState = AWAITING_CONSTRUCTION NIGHT REALLYDAMAGED AliasConditionState = AWAITING_CONSTRUCTION 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 ; ----------------- door #4 ------------------- Draw = W3DModelDraw ModuleTag_05 DefaultConditionState Model = NBAirfield_A8 Animation = NBAirfield_A8.NBAirfield_A8 AnimationMode = MANUAL Flags = START_FRAME_FIRST End AliasConditionState = NIGHT AliasConditionState = SNOW AliasConditionState = SNOW NIGHT AliasConditionState = NIGHT DAMAGED AliasConditionState = SNOW DAMAGED AliasConditionState = SNOW NIGHT DAMAGED AliasConditionState = NIGHT REALLYDAMAGED RUBBLE AliasConditionState = SNOW REALLYDAMAGED RUBBLE AliasConditionState = SNOW NIGHT REALLYDAMAGED RUBBLE ConditionState = DOOR_4_OPENING Model = NBAirfield_A8 Animation = NBAirfield_A8.NBAirfield_A8 AnimationMode = ONCE Flags = START_FRAME_FIRST End AliasConditionState = NIGHT DOOR_4_OPENING AliasConditionState = SNOW DOOR_4_OPENING AliasConditionState = SNOW NIGHT DOOR_4_OPENING AliasConditionState = NIGHT DAMAGED DOOR_4_OPENING AliasConditionState = SNOW DAMAGED DOOR_4_OPENING AliasConditionState = SNOW NIGHT DAMAGED DOOR_4_OPENING AliasConditionState = NIGHT REALLYDAMAGED RUBBLE DOOR_4_OPENING AliasConditionState = SNOW REALLYDAMAGED RUBBLE DOOR_4_OPENING AliasConditionState = SNOW NIGHT REALLYDAMAGED RUBBLE DOOR_4_OPENING ConditionState = DOOR_4_CLOSING Model = NBAirfield_A8 Animation = NBAirfield_A8.NBAirfield_A8 AnimationMode = ONCE_BACKWARDS Flags = START_FRAME_LAST End AliasConditionState = NIGHT DOOR_4_CLOSING AliasConditionState = SNOW DOOR_4_CLOSING AliasConditionState = SNOW NIGHT DOOR_4_CLOSING AliasConditionState = NIGHT DAMAGED DOOR_4_CLOSING AliasConditionState = SNOW DAMAGED DOOR_4_CLOSING AliasConditionState = SNOW NIGHT DAMAGED DOOR_4_CLOSING AliasConditionState = NIGHT REALLYDAMAGED RUBBLE DOOR_4_CLOSING AliasConditionState = SNOW REALLYDAMAGED RUBBLE DOOR_4_CLOSING AliasConditionState = SNOW NIGHT REALLYDAMAGED RUBBLE DOOR_4_CLOSING ConditionState = DOOR_4_WAITING_OPEN Model = NBAirfield_A8 Animation = NBAirfield_A8.NBAirfield_A8 AnimationMode = MANUAL Flags = START_FRAME_LAST End AliasConditionState = NIGHT DOOR_4_WAITING_OPEN AliasConditionState = SNOW DOOR_4_WAITING_OPEN AliasConditionState = SNOW NIGHT DOOR_4_WAITING_OPEN AliasConditionState = NIGHT DAMAGED DOOR_4_WAITING_OPEN AliasConditionState = SNOW DAMAGED DOOR_4_WAITING_OPEN AliasConditionState = SNOW NIGHT DAMAGED DOOR_4_WAITING_OPEN AliasConditionState = NIGHT REALLYDAMAGED RUBBLE DOOR_4_WAITING_OPEN AliasConditionState = SNOW REALLYDAMAGED RUBBLE DOOR_4_WAITING_OPEN AliasConditionState = SNOW NIGHT REALLYDAMAGED RUBBLE DOOR_4_WAITING_OPEN ;************************************************************************************************************************** ;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 = NBAirfield_A8 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT End AliasConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT AliasConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED SNOW AliasConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT SNOW ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED DAMAGED Model = NBAirfield_A8 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT End AliasConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED DAMAGED NIGHT AliasConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED DAMAGED SNOW AliasConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED DAMAGED NIGHT SNOW ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED REALLYDAMAGED Model = NBAirfield_A8 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT End AliasConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED REALLYDAMAGED NIGHT AliasConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED REALLYDAMAGED SNOW AliasConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED REALLYDAMAGED NIGHT SNOW ConditionState = AWAITING_CONSTRUCTION Model = NONE End AliasConditionState = AWAITING_CONSTRUCTION DAMAGED AliasConditionState = AWAITING_CONSTRUCTION REALLYDAMAGED AliasConditionState = AWAITING_CONSTRUCTION NIGHT AliasConditionState = AWAITING_CONSTRUCTION NIGHT DAMAGED AliasConditionState = AWAITING_CONSTRUCTION NIGHT REALLYDAMAGED AliasConditionState = AWAITING_CONSTRUCTION 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_06 AnimationsRequirePower = No DefaultConditionState Model = None TransitionKey = DOWN_DEFAULT End ConditionState = NIGHT Model = None TransitionKey = DOWN_DEFAULT End ConditionState = SNOW Model = None TransitionKey = DOWN_DEFAULT End ConditionState = SNOW NIGHT Model = None TransitionKey = DOWN_DEFAULT End ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED Model = NBAirfield_A4 Animation = NBAirfield_A4.NBAirfield_A4 AnimationMode = MANUAL Flags = START_FRAME_LAST TransitionKey = UP_DAY End ConditionState = NIGHT AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED Model = NBAirfield_A4N Animation = NBAirfield_A4N.NBAirfield_A4N AnimationMode = MANUAL Flags = START_FRAME_LAST TransitionKey = UP_NIGHT End ConditionState = SNOW AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED Model = NBAirfield_A4S Animation = NBAirfield_A4S.NBAirfield_A4S AnimationMode = MANUAL Flags = START_FRAME_LAST TransitionKey = UP_SNOW End ConditionState = SNOW NIGHT AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED Model = NBAirfield_A4SN Animation = NBAirfield_A4SN.NBAirfield_A4SN AnimationMode = MANUAL Flags = START_FRAME_LAST TransitionKey = UP_SNOWNIGHT End TransitionState = DOWN_DEFAULT UP_DAY Model = NBAirfield_A4 Animation = NBAirfield_A4.NBAirfield_A4 AnimationMode = ONCE AnimationSpeedFactorRange = 1.0 1.0 Flags = START_FRAME_FIRST End TransitionState = DOWN_DEFAULT UP_NIGHT Model = NBAirfield_A4N Animation = NBAirfield_A4N.NBAirfield_A4N AnimationMode = ONCE AnimationSpeedFactorRange = 1.0 1.0 Flags = START_FRAME_FIRST End TransitionState = DOWN_DEFAULT UP_SNOW Model = NBAirfield_A4S Animation = NBAirfield_A4S.NBAirfield_A4S AnimationMode = ONCE AnimationSpeedFactorRange = 1.0 1.0 Flags = START_FRAME_FIRST End TransitionState = DOWN_DEFAULT UP_SNOWNIGHT Model = NBAirfield_A4SN Animation = NBAirfield_A4SN.NBAirfield_A4SN AnimationMode = ONCE AnimationSpeedFactorRange = 1.0 1.0 Flags = START_FRAME_FIRST End TransitionState = UP_DAY DOWN_DEFAULT Model = NBAirfield_A4 Animation = NBAirfield_A4.NBAirfield_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 = NBAirfield_A4N Animation = NBAirfield_A4N.NBAirfield_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 = NBAirfield_A4S Animation = NBAirfield_A4S.NBAirfield_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 = NBAirfield_A4SN Animation = NBAirfield_A4SN.NBAirfield_A4SN AnimationMode = ONCE_BACKWARDS AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly Flags = START_FRAME_LAST End End ; ------------ under-construction scaffolding ----------------- Draw = W3DModelDraw ModuleTag_07 AnimationsRequirePower = No MinLODRequired = MEDIUM DefaultConditionState Model = None TransitionKey = DOWN_DEFAULT End ConditionState = NIGHT Model = None TransitionKey = DOWN_DEFAULT End ConditionState = SNOW Model = None TransitionKey = DOWN_DEFAULT End ConditionState = SNOW NIGHT Model = None TransitionKey = DOWN_DEFAULT End ConditionState = PARTIALLY_CONSTRUCTED Model = NBAirfield_A6 Animation = NBAirfield_A6.NBAirfield_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 = NBAirfield_A6N Animation = NBAirfield_A6N.NBAirfield_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 = NBAirfield_A6S Animation = NBAirfield_A6S.NBAirfield_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 = NBAirfield_A6SN Animation = NBAirfield_A6SN.NBAirfield_A6SN AnimationMode = MANUAL Flags = START_FRAME_LAST TransitionKey = UP_SNOWNIGHT ParticleSysBone = Dust01 BuildingNightSnowDust ParticleSysBone = Smoke01 BuildUpNightSnowSmoke ParticleSysBone = Smoke02 BuildUpNightSnowSmoke ParticleSysBone = Smoke03 BuildUpNightSnowSmoke ParticleSysBone = Smoke04 BuildUpNightSnowSmoke ParticleSysBone = Smoke05 BuildUpNightSnowSmoke End TransitionState = DOWN_DEFAULT UP_DAY Model = NBAirfield_A6 Animation = NBAirfield_A6.NBAirfield_A6 AnimationMode = ONCE AnimationSpeedFactorRange = 1.0 1.0 Flags = START_FRAME_FIRST End TransitionState = DOWN_DEFAULT UP_NIGHT Model = NBAirfield_A6N Animation = NBAirfield_A6N.NBAirfield_A6N AnimationMode = ONCE AnimationSpeedFactorRange = 1.0 1.0 Flags = START_FRAME_FIRST End TransitionState = DOWN_DEFAULT UP_SNOW Model = NBAirfield_A6S Animation = NBAirfield_A6S.NBAirfield_A6S AnimationMode = ONCE AnimationSpeedFactorRange = 1.0 1.0 Flags = START_FRAME_FIRST End TransitionState = DOWN_DEFAULT UP_SNOWNIGHT Model = NBAirfield_A6SN Animation = NBAirfield_A6SN.NBAirfield_A6SN AnimationMode = ONCE AnimationSpeedFactorRange = 1.0 1.0 Flags = START_FRAME_FIRST End TransitionState = UP_DAY DOWN_DEFAULT Model = NBAirfield_A6 Animation = NBAirfield_A6.NBAirfield_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 = NBAirfield_A6N Animation = NBAirfield_A6N.NBAirfield_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 = NBAirfield_A6S Animation = NBAirfield_A6S.NBAirfield_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 = NBAirfield_A6SN Animation = NBAirfield_A6SN.NBAirfield_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_08 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 = NBAirfield_A5 Animation = NBAirfield_A5.NBAirfield_A5 AnimationMode = LOOP TransitionKey = UP_DAY End ConditionState = NIGHT ACTIVELY_BEING_CONSTRUCTED Model = NBAirfield_A5N Animation = NBAirfield_A5N.NBAirfield_A5N AnimationMode = LOOP TransitionKey = UP_NIGHT End ConditionState = SNOW ACTIVELY_BEING_CONSTRUCTED Model = NBAirfield_A5S Animation = NBAirfield_A5S.NBAirfield_A5S AnimationMode = LOOP TransitionKey = UP_SNOW End ConditionState = SNOW NIGHT ACTIVELY_BEING_CONSTRUCTED Model = NBAirfield_A5SN Animation = NBAirfield_A5SN.NBAirfield_A5SN AnimationMode = LOOP TransitionKey = UP_SNOWNIGHT End TransitionState = DOWN_DEFAULT UP_DAY Model = NBAirfield_AB Animation = NBAirfield_AB.NBAirfield_AB AnimationMode = ONCE AnimationSpeedFactorRange = 1.0 1.0 Flags = START_FRAME_FIRST End TransitionState = DOWN_DEFAULT UP_NIGHT Model = NBAirfield_ABN Animation = NBAirfield_ABN.NBAirfield_ABN AnimationMode = ONCE AnimationSpeedFactorRange = 1.0 1.0 Flags = START_FRAME_FIRST End TransitionState = DOWN_DEFAULT UP_SNOW Model = NBAirfield_ABS Animation = NBAirfield_ABS.NBAirfield_ABS AnimationMode = ONCE AnimationSpeedFactorRange = 1.0 1.0 Flags = START_FRAME_FIRST End TransitionState = DOWN_DEFAULT UP_SNOWNIGHT Model = NBAirfield_ABSN Animation = NBAirfield_ABSN.NBAirfield_ABSN AnimationMode = ONCE AnimationSpeedFactorRange = 1.0 1.0 Flags = START_FRAME_FIRST End TransitionState = UP_DAY DOWN_DEFAULT Model = NBAirfield_AB Animation = NBAirfield_AB.NBAirfield_AB AnimationMode = ONCE_BACKWARDS AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly Flags = START_FRAME_LAST End TransitionState = UP_NIGHT DOWN_DEFAULT Model = NBAirfield_ABN Animation = NBAirfield_ABN.NBAirfield_ABN AnimationMode = ONCE_BACKWARDS AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly Flags = START_FRAME_LAST End TransitionState = UP_SNOW DOWN_DEFAULT Model = NBAirfield_ABS Animation = NBAirfield_ABS.NBAirfield_ABS AnimationMode = ONCE_BACKWARDS AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly Flags = START_FRAME_LAST End TransitionState = UP_SNOWNIGHT DOWN_DEFAULT Model = NBAirfield_ABSN Animation = NBAirfield_ABSN.NBAirfield_ABSN 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:Airfield Side = China EditorSorting = STRUCTURE Prerequisites Object = ChinaSupplyCenter End BuildCost = 1000 BuildTime = 30.0 ; in seconds EnergyProduction = -1 CommandSet = ChinaAirfieldCommandSet VisionRange = 200.0 ; Shroud clearing distance ShroudClearingRange = 200 ArmorSet Conditions = None Armor = StructureArmor DamageFX = StructureDamageFXNoShake End ExperienceValue = 150 150 150 150 ; Experience point value at each level ; *** AUDIO Parameters *** VoiceSelect = AirfieldChinaSelect SoundOnDamaged = BuildingDamagedStateLight SoundOnReallyDamaged = BuildingDestroy UnitSpecificSounds UnderConstruction = UnderConstructionLoop End ; *** ENGINEERING Parameters *** RadarPriority = STRUCTURE KindOf = PRELOAD STRUCTURE SELECTABLE IMMOBILE SCORE CAPTURABLE FS_TECHNOLOGY MP_COUNT_FOR_VICTORY FS_FACTORY FS_AIRFIELD AUTO_RALLYPOINT Body = StructureBody ModuleTag_09 MaxHealth = 1500.0 InitialHealth = 1500.0 ; 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 = 1700 SubdualDamageHealRate = 500 SubdualDamageHealAmount = 100 End Behavior = ParkingPlaceBehavior ModuleTag_10 HealAmountPerSecond = 10 NumRows = 2 NumCols = 2 HasRunways = Yes ApproachHeight = 50 ParkInHangars = Yes End Behavior = ProductionUpdate ModuleTag_11 NumDoorAnimations = 4 DoorOpeningTime = 2000 ;in mSeconds DoorWaitOpenTime = 3000 ;in mSeconds DoorCloseTime = 2000 ;in mSeconds ConstructionCompleteDuration = 1000 ;in mSeconds End Behavior = DestroyDie ModuleTag_12 ;nothing End Behavior = CreateObjectDie ModuleTag_13 CreationList = OCL_ABPowerPlantExplode End Behavior = FXListDie ModuleTag_14 DeathFX = FX_StructureMediumDeath End Behavior = GenerateMinefieldBehavior ModuleTag_15 TriggeredBy = Upgrade_ChinaMines MineName = ChinaStandardMine SmartBorder = Yes AlwaysCircular = Yes Upgradable = Yes UpgradedTriggeredBy = Upgrade_ChinaEMPMines UpgradedMineName = ChinaEMPMine End Behavior = FlammableUpdate ModuleTag_17 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_18 ;-------------DESIGNED FOR MEDIUM SIZED FACTION BUILDING TRANSITIONS------------------- DamagedParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionMediumSmoke ;--------------------------------------------------------------------------------------- ReallyDamagedParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionMediumSmoke ReallyDamagedParticleSystem2 = Bone:None RandomBone:No PSys:StructureTransitionMediumExplosion ReallyDamagedParticleSystem3 = Bone:None RandomBone:No PSys:StructureTransitionMediumShockwave End Behavior = CommandSetUpgrade ModuleTag_25 CommandSet = ChinaAirfieldCommandSetUpgrade TriggeredBy = Upgrade_ChinaMines End Behavior = ArmorUpgrade ModuleTag_26 TriggeredBy = Upgrade_ChinaEMPMines End Geometry = BOX GeometryMajorRadius = 83.0 GeometryMinorRadius = 76.0 GeometryHeight = 25.0 GeometryIsSmall = No Shadow = SHADOW_VOLUME BuildCompletion = PLACED_BY_PLAYER End ;------------------------------------------------------------------------------ Object GLABlackMarket ; *** ART Parameters *** SelectPortrait = SUBlackMarket_L ButtonImage = SUBlackMarket UpgradeCameo1 = Upgrade_GLAFortifiedStructure Draw = W3DModelDraw ModuleTag_01 OkToChangeModelColor = Yes ; day ConditionState = NONE Model = UBBlackMkt Animation = UBBlackMkt.UBBlackMkt AnimationMode = LOOP ParticleSysBone = Smoke01 SmolderingSmoke End ConditionState = DAMAGED Model = UBBlackMkt_D Animation = UBBlackMkt_D.UBBlackMkt_D AnimationMode = LOOP ParticleSysBone = Smoke01 SmolderingSmoke ParticleSysBone = Smoke02 SmolderingSmoke ParticleSysBone = Smoke03 SmolderingSmoke ParticleSysBone = Smoke04 SmolderingSmoke ParticleSysBone = Smoke05 SmolderingSmoke ParticleSysBone = Smoke06 SmolderingSmoke ParticleSysBone = Fire02 SmolderingFire ParticleSysBone = Fire03 SmolderingFire ParticleSysBone = Fire04 SmolderingFire ParticleSysBone = Fire05 SmolderingFire ParticleSysBone = Fire06 SmolderingFire End ConditionState = REALLYDAMAGED RUBBLE Model = UBBlackMkt_E Animation = UBBlackMkt_E.UBBlackMkt_E AnimationMode = LOOP ParticleSysBone = Smoke01 SmolderingSmoke ParticleSysBone = Smoke02 SmolderingSmoke ParticleSysBone = Smoke03 SmolderingSmoke ParticleSysBone = Smoke04 SmolderingSmoke ParticleSysBone = Smoke05 SmolderingSmoke ParticleSysBone = Smoke06 SmolderingSmoke ParticleSysBone = Smoke07 SmolderingSmoke ParticleSysBone = Fire02 SmolderingFire ParticleSysBone = Fire03 SmolderingFire ParticleSysBone = Fire04 SmolderingFire ParticleSysBone = Fire05 SmolderingFire ParticleSysBone = Fire06 SmolderingFire ParticleSysBone = Fire07 SmolderingFire End ConditionState = GARRISONED Model = UBBlkMktEG ParticleSysBone = Smoke01 SmolderingSmoke Animation = UBBlkMktEG.UBBlkMktEG AnimationMode = LOOP End ConditionState = DAMAGED GARRISONED Model = UBBlkMktEG_D ParticleSysBone = Smoke01 SmolderingSmoke ParticleSysBone = Smoke02 SmolderingSmoke ParticleSysBone = Smoke03 SmolderingSmoke ParticleSysBone = Smoke04 SmolderingSmoke ParticleSysBone = Fire02 SmolderingFire ParticleSysBone = Fire03 SmolderingFire ParticleSysBone = Fire04 SmolderingFire ParticleSysBone = Fire05 SmolderingFire Animation = UBBlkMktEG_D.UBBlkMktEG_D AnimationMode = LOOP End ConditionState = REALLYDAMAGED GARRISONED Model = UBBlkMktEG_E ParticleSysBone = Smoke01 SmolderingSmoke ParticleSysBone = Smoke02 SmolderingSmoke ParticleSysBone = Smoke03 SmolderingSmoke ParticleSysBone = Smoke04 SmolderingSmoke ParticleSysBone = Smoke05 SmolderingSmoke ParticleSysBone = Fire02 SmolderingFire ParticleSysBone = Fire03 SmolderingFire ParticleSysBone = Fire04 SmolderingFire ParticleSysBone = Fire05 SmolderingFire ParticleSysBone = Fire06 SmolderingFire Animation = UBBlkMktEG_E.UBBlkMktEG_E AnimationMode = LOOP End ; day snow ConditionState = SNOW Model = UBBlackMkt_S Animation = UBBlackMkt_S.UBBlackMkt_S AnimationMode = LOOP ParticleSysBone = Smoke01 SmolderingSmoke End ConditionState = DAMAGED SNOW Model = UBBlackMkt_DS Animation = UBBlackMkt_DS.UBBlackMkt_DS AnimationMode = LOOP ParticleSysBone = Smoke01 SmolderingSmoke ParticleSysBone = Smoke02 SmolderingSmoke ParticleSysBone = Smoke03 SmolderingSmoke ParticleSysBone = Smoke04 SmolderingSmoke ParticleSysBone = Smoke05 SmolderingSmoke ParticleSysBone = Smoke06 SmolderingSmoke ParticleSysBone = Fire02 SmolderingFire ParticleSysBone = Fire03 SmolderingFire ParticleSysBone = Fire04 SmolderingFire ParticleSysBone = Fire05 SmolderingFire ParticleSysBone = Fire06 SmolderingFire End ConditionState = REALLYDAMAGED RUBBLE SNOW Model = UBBlackMkt_ES Animation = UBBlackMkt_ES.UBBlackMkt_ES AnimationMode = LOOP ParticleSysBone = Smoke01 SmolderingSmoke ParticleSysBone = Smoke02 SmolderingSmoke ParticleSysBone = Smoke03 SmolderingSmoke ParticleSysBone = Smoke04 SmolderingSmoke ParticleSysBone = Smoke05 SmolderingSmoke ParticleSysBone = Smoke06 SmolderingSmoke ParticleSysBone = Smoke07 SmolderingSmoke ParticleSysBone = Fire02 SmolderingFire ParticleSysBone = Fire03 SmolderingFire ParticleSysBone = Fire04 SmolderingFire ParticleSysBone = Fire05 SmolderingFire ParticleSysBone = Fire06 SmolderingFire ParticleSysBone = Fire07 SmolderingFire End ConditionState = GARRISONED SNOW Model = UBBlkMktEG_S ParticleSysBone = Smoke01 SmolderingSmoke Animation = UBBlkMktEG_S.UBBlkMktEG_S AnimationMode = LOOP End ConditionState = DAMAGED GARRISONED SNOW Model = UBBlkMktEG_DS ParticleSysBone = Smoke01 SmolderingSmoke ParticleSysBone = Smoke02 SmolderingSmoke ParticleSysBone = Smoke03 SmolderingSmoke ParticleSysBone = Smoke04 SmolderingSmoke ParticleSysBone = Smoke05 SmolderingSmoke ParticleSysBone = Fire02 SmolderingFire ParticleSysBone = Fire03 SmolderingFire ParticleSysBone = Fire04 SmolderingFire ParticleSysBone = Fire05 SmolderingFire Animation = UBBlkMktEG_DS.UBBlkMktEG_DS AnimationMode = LOOP End ConditionState = REALLYDAMAGED GARRISONED SNOW Model = UBBlkMktEG_ES ParticleSysBone = Smoke01 SmolderingSmoke ParticleSysBone = Smoke02 SmolderingSmoke ParticleSysBone = Smoke03 SmolderingSmoke ParticleSysBone = Smoke04 SmolderingSmoke ParticleSysBone = Smoke05 SmolderingSmoke ParticleSysBone = Fire02 SmolderingFire ParticleSysBone = Fire03 SmolderingFire ParticleSysBone = Fire04 SmolderingFire ParticleSysBone = Fire05 SmolderingFire ParticleSysBone = Fire06 SmolderingFire Animation = UBBlkMktEG_ES.UBBlkMktEG_ES AnimationMode = LOOP End ; night ConditionState = NIGHT Model = UBBlackMkt_N Animation = UBBlackMkt_N.UBBlackMkt_N AnimationMode = LOOP ParticleSysBone = Smoke01 SmolderingSmoke End ConditionState = DAMAGED NIGHT Model = UBBlackMkt_DN Animation = UBBlackMkt_DN.UBBlackMkt_DN AnimationMode = LOOP ParticleSysBone = Smoke01 SmolderingSmoke ParticleSysBone = Smoke02 SmolderingSmoke ParticleSysBone = Smoke03 SmolderingSmoke ParticleSysBone = Smoke04 SmolderingSmoke ParticleSysBone = Smoke05 SmolderingSmoke ParticleSysBone = Fire02 SmolderingFire ParticleSysBone = Fire03 SmolderingFire ParticleSysBone = Fire04 SmolderingFire ParticleSysBone = Fire05 SmolderingFire ParticleSysBone = Fire06 SmolderingFire End ConditionState = REALLYDAMAGED RUBBLE NIGHT Model = UBBlackMkt_EN Animation = UBBlackMkt_EN.UBBlackMkt_EN AnimationMode = LOOP ParticleSysBone = Smoke01 SmolderingSmoke ParticleSysBone = Smoke02 SmolderingSmoke ParticleSysBone = Smoke03 SmolderingSmoke ParticleSysBone = Smoke04 SmolderingSmoke ParticleSysBone = Smoke05 SmolderingSmoke ParticleSysBone = Fire02 SmolderingFire ParticleSysBone = Fire03 SmolderingFire ParticleSysBone = Fire04 SmolderingFire ParticleSysBone = Fire05 SmolderingFire ParticleSysBone = Fire06 SmolderingFire End ConditionState = GARRISONED NIGHT Model = UBBlkMktEG_N ParticleSysBone = Smoke01 SmolderingSmoke Animation = UBBlkMktEG_N.UBBlkMktEG_N AnimationMode = LOOP End ConditionState = DAMAGED GARRISONED NIGHT Model = UBBlkMktEG_DN ParticleSysBone = Smoke01 SmolderingSmoke ParticleSysBone = Smoke02 SmolderingSmoke ParticleSysBone = Smoke03 SmolderingSmoke ParticleSysBone = Smoke04 SmolderingSmoke ParticleSysBone = Smoke05 SmolderingSmoke ParticleSysBone = Fire02 SmolderingFire ParticleSysBone = Fire03 SmolderingFire ParticleSysBone = Fire04 SmolderingFire ParticleSysBone = Fire05 SmolderingFire Animation = UBBlkMktEG_DN.UBBlkMktEG_DN AnimationMode = LOOP End ConditionState = REALLYDAMAGED GARRISONED NIGHT Model = UBBlkMktEG_EN ParticleSysBone = Smoke01 SmolderingSmoke ParticleSysBone = Smoke02 SmolderingSmoke ParticleSysBone = Smoke03 SmolderingSmoke ParticleSysBone = Smoke04 SmolderingSmoke ParticleSysBone = Smoke05 SmolderingSmoke ParticleSysBone = Fire02 SmolderingFire ParticleSysBone = Fire03 SmolderingFire ParticleSysBone = Fire04 SmolderingFire ParticleSysBone = Fire05 SmolderingFire ParticleSysBone = Fire06 SmolderingFire Animation = UBBlkMktEG_EN.UBBlkMktEG_EN AnimationMode = LOOP End ; night snow ConditionState = NIGHT SNOW Model = UBBlackMkt_NS Animation = UBBlackMkt_NS.UBBlackMkt_NS AnimationMode = LOOP ParticleSysBone = Smoke01 SmolderingSmoke End ConditionState = DAMAGED NIGHT SNOW Model = UBBlackMkt_DNS Animation = UBBlackMkt_DNS.UBBlackMkt_DNS AnimationMode = LOOP ParticleSysBone = Smoke01 SmolderingSmoke ParticleSysBone = Smoke02 SmolderingSmoke ParticleSysBone = Smoke03 SmolderingSmoke ParticleSysBone = Smoke04 SmolderingSmoke ParticleSysBone = Smoke05 SmolderingSmoke ParticleSysBone = Smoke06 SmolderingSmoke ParticleSysBone = Fire02 SmolderingFire ParticleSysBone = Fire03 SmolderingFire ParticleSysBone = Fire04 SmolderingFire ParticleSysBone = Fire05 SmolderingFire ParticleSysBone = Fire06 SmolderingFire End ConditionState = REALLYDAMAGED RUBBLE NIGHT SNOW Model = UBBlackMkt_ENS Animation = UBBlackMkt_ENS.UBBlackMkt_ENS AnimationMode = LOOP ParticleSysBone = Smoke01 SmolderingSmoke ParticleSysBone = Smoke02 SmolderingSmoke ParticleSysBone = Smoke03 SmolderingSmoke ParticleSysBone = Smoke04 SmolderingSmoke ParticleSysBone = Smoke05 SmolderingSmoke ParticleSysBone = Smoke06 SmolderingSmoke ParticleSysBone = Smoke07 SmolderingSmoke ParticleSysBone = Fire02 SmolderingFire ParticleSysBone = Fire03 SmolderingFire ParticleSysBone = Fire04 SmolderingFire ParticleSysBone = Fire05 SmolderingFire ParticleSysBone = Fire06 SmolderingFire ParticleSysBone = Fire07 SmolderingFire End ConditionState = GARRISONED NIGHT SNOW Model = UBBlkMktEG_NS ParticleSysBone = Smoke01 SmolderingSmoke Animation = UBBlkMktEG_NS.UBBlkMktEG_NS AnimationMode = LOOP End ConditionState = DAMAGED GARRISONED NIGHT SNOW Model = UBBlkMktEG_DNS ParticleSysBone = Smoke01 SmolderingSmoke ParticleSysBone = Smoke02 SmolderingSmoke ParticleSysBone = Smoke03 SmolderingSmoke ParticleSysBone = Smoke04 SmolderingSmoke ParticleSysBone = Smoke05 SmolderingSmoke ParticleSysBone = Fire02 SmolderingFire ParticleSysBone = Fire03 SmolderingFire ParticleSysBone = Fire04 SmolderingFire ParticleSysBone = Fire05 SmolderingFire Animation = UBBlkMktEG_DNS.UBBlkMktEG_DNS AnimationMode = LOOP End ConditionState = REALLYDAMAGED GARRISONED NIGHT SNOW Model = UBBlkMktEG_ENS ParticleSysBone = Smoke01 SmolderingSmoke ParticleSysBone = Smoke02 SmolderingSmoke ParticleSysBone = Smoke03 SmolderingSmoke ParticleSysBone = Smoke04 SmolderingSmoke ParticleSysBone = Smoke05 SmolderingSmoke ParticleSysBone = Fire02 SmolderingFire ParticleSysBone = Fire03 SmolderingFire ParticleSysBone = Fire04 SmolderingFire ParticleSysBone = Fire05 SmolderingFire ParticleSysBone = Fire06 SmolderingFire Animation = UBBlkMktEG_ENS.UBBlkMktEG_ENS AnimationMode = LOOP End ;************************************************************************************************************************** ;This block handles every possible case with construction process, selling process, awaiting construction, and sold states ;for this draw module ConditionState = PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED Model = UBBlackMkt Animation = UBBlackMkt.UBBlackMkt AnimationMode = LOOP Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT End ConditionState = PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED DAMAGED Model = UBBlackMkt_D Animation = UBBlackMkt_D.UBBlackMkt_D AnimationMode = LOOP Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT End ConditionState = PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED REALLYDAMAGED Model = UBBlackMkt_E Animation = UBBlackMkt_E.UBBlackMkt_E AnimationMode = LOOP Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT End ConditionState = PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT Model = UBBlackMkt_N Animation = UBBlackMkt_N.UBBlackMkt_N AnimationMode = LOOP Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT End ConditionState = PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT DAMAGED Model = UBBlackMkt_DN Animation = UBBlackMkt_DN.UBBlackMkt_DN AnimationMode = LOOP Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT End ConditionState = PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT REALLYDAMAGED Model = UBBlackMkt_EN Animation = UBBlackMkt_EN.UBBlackMkt_EN AnimationMode = LOOP Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT End ConditionState = PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED SNOW Model = UBBlackMkt_S Animation = UBBlackMkt_S.UBBlackMkt_S AnimationMode = LOOP Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT End ConditionState = PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED SNOW DAMAGED Model = UBBlackMkt_DS Animation = UBBlackMkt_DS.UBBlackMkt_DS AnimationMode = LOOP Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT End ConditionState = PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED SNOW REALLYDAMAGED Model = UBBlackMkt_ES Animation = UBBlackMkt_ES.UBBlackMkt_ES AnimationMode = LOOP Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT End ConditionState = PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT SNOW Model = UBBlackMkt_NS Animation = UBBlackMkt_NS.UBBlackMkt_NS AnimationMode = LOOP Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT End ConditionState = PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT SNOW DAMAGED Model = UBBlackMkt_DNS Animation = UBBlackMkt_DNS.UBBlackMkt_DNS AnimationMode = LOOP Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT End ConditionState = PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT SNOW REALLYDAMAGED Model = UBBlackMkt_ENS Animation = UBBlackMkt_ENS.UBBlackMkt_ENS AnimationMode = LOOP Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT End ConditionState = AWAITING_CONSTRUCTION Model = NONE End AliasConditionState = AWAITING_CONSTRUCTION DAMAGED AliasConditionState = AWAITING_CONSTRUCTION REALLYDAMAGED AliasConditionState = AWAITING_CONSTRUCTION NIGHT AliasConditionState = AWAITING_CONSTRUCTION NIGHT DAMAGED AliasConditionState = AWAITING_CONSTRUCTION NIGHT REALLYDAMAGED AliasConditionState = AWAITING_CONSTRUCTION SNOW AliasConditionState = AWAITING_CONSTRUCTION SNOW DAMAGED AliasConditionState = AWAITING_CONSTRUCTION SNOW REALLYDAMAGED AliasConditionState = AWAITING_CONSTRUCTION NIGHT SNOW AliasConditionState = AWAITING_CONSTRUCTION NIGHT SNOW DAMAGED AliasConditionState = AWAITING_CONSTRUCTION NIGHT SNOW REALLYDAMAGED AliasConditionState = SOLD AliasConditionState = SOLD DAMAGED AliasConditionState = SOLD REALLYDAMAGED AliasConditionState = SOLD NIGHT AliasConditionState = SOLD NIGHT DAMAGED AliasConditionState = SOLD NIGHT REALLYDAMAGED AliasConditionState = SOLD SNOW AliasConditionState = SOLD SNOW DAMAGED AliasConditionState = SOLD SNOW REALLYDAMAGED AliasConditionState = SOLD NIGHT SNOW AliasConditionState = SOLD NIGHT SNOW DAMAGED AliasConditionState = SOLD NIGHT SNOW REALLYDAMAGED AliasConditionState = GARRISONED SOLD AliasConditionState = GARRISONED SOLD DAMAGED AliasConditionState = GARRISONED SOLD REALLYDAMAGED AliasConditionState = GARRISONED SOLD NIGHT AliasConditionState = GARRISONED SOLD NIGHT DAMAGED AliasConditionState = GARRISONED SOLD NIGHT REALLYDAMAGED AliasConditionState = GARRISONED SOLD SNOW AliasConditionState = GARRISONED SOLD SNOW DAMAGED AliasConditionState = GARRISONED SOLD SNOW REALLYDAMAGED AliasConditionState = GARRISONED SOLD NIGHT SNOW AliasConditionState = GARRISONED SOLD NIGHT SNOW DAMAGED AliasConditionState = GARRISONED 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 = UBBlackMkt_A4 Animation = UBBlackMkt_A4.UBBlackMkt_A4 AnimationMode = MANUAL Flags = START_FRAME_LAST TransitionKey = UP_DAY End ConditionState = NIGHT AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED Model = UBBlackMkt_A4N Animation = UBBlackMkt_A4N.UBBlackMkt_A4N AnimationMode = MANUAL Flags = START_FRAME_LAST TransitionKey = UP_NIGHT End ConditionState = SNOW AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED Model = UBBlackMkt_A4S Animation = UBBlackMkt_A4S.UBBlackMkt_A4S AnimationMode = MANUAL Flags = START_FRAME_LAST TransitionKey = UP_SNOW End ConditionState = SNOW NIGHT AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED Model = UBBlackMkt_A4SN Animation = UBBlackMkt_A4SN.UBBlackMkt_A4SN AnimationMode = MANUAL Flags = START_FRAME_LAST TransitionKey = UP_SNOWNIGHT End TransitionState = DOWN_DEFAULT UP_DAY Model = UBBlackMkt_A4 Animation = UBBlackMkt_A4.UBBlackMkt_A4 AnimationMode = ONCE AnimationSpeedFactorRange = 1.0 1.0 Flags = START_FRAME_FIRST End TransitionState = DOWN_DEFAULT UP_NIGHT Model = UBBlackMkt_A4N Animation = UBBlackMkt_A4N.UBBlackMkt_A4N AnimationMode = ONCE AnimationSpeedFactorRange = 1.0 1.0 Flags = START_FRAME_FIRST End TransitionState = DOWN_DEFAULT UP_SNOW Model = UBBlackMkt_A4S Animation = UBBlackMkt_A4S.UBBlackMkt_A4S AnimationMode = ONCE AnimationSpeedFactorRange = 1.0 1.0 Flags = START_FRAME_FIRST End TransitionState = DOWN_DEFAULT UP_SNOWNIGHT Model = UBBlackMkt_A4SN Animation = UBBlackMkt_A4SN.UBBlackMkt_A4SN AnimationMode = ONCE AnimationSpeedFactorRange = 1.0 1.0 Flags = START_FRAME_FIRST End TransitionState = UP_DAY DOWN_DEFAULT Model = UBBlackMkt_A4 Animation = UBBlackMkt_A4.UBBlackMkt_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 = UBBlackMkt_A4N Animation = UBBlackMkt_A4N.UBBlackMkt_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 = UBBlackMkt_A4S Animation = UBBlackMkt_A4S.UBBlackMkt_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 = UBBlackMkt_A4SN Animation = UBBlackMkt_A4SN.UBBlackMkt_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 = UBBlackMkt_A6 Animation = UBBlackMkt_A6.UBBlackMkt_A6 AnimationMode = MANUAL Flags = START_FRAME_LAST TransitionKey = UP_DAY ParticleSysBone = Dust01 BuildingDust ParticleSysBone = Smoke01 BuildUpSmoke ParticleSysBone = Smoke02 BuildUpSmoke ParticleSysBone = Smoke03 BuildUpSmoke ParticleSysBone = Smoke04 BuildUpSmoke End ConditionState = NIGHT PARTIALLY_CONSTRUCTED Model = UBBlackMkt_A6N Animation = UBBlackMkt_A6N.UBBlackMkt_A6N AnimationMode = MANUAL Flags = START_FRAME_LAST TransitionKey = UP_NIGHT ParticleSysBone = Dust01 BuildingDust ParticleSysBone = Smoke01 BuildUpSmoke ParticleSysBone = Smoke02 BuildUpSmoke ParticleSysBone = Smoke03 BuildUpSmoke ParticleSysBone = Smoke04 BuildUpSmoke End ConditionState = SNOW PARTIALLY_CONSTRUCTED Model = UBBlackMkt_A6S Animation = UBBlackMkt_A6S.UBBlackMkt_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 End ConditionState = SNOW NIGHT PARTIALLY_CONSTRUCTED Model = UBBlackMkt_A6SN Animation = UBBlackMkt_A6SN.UBBlackMkt_A6SN AnimationMode = MANUAL Flags = START_FRAME_LAST TransitionKey = UP_SNOWNIGHT ParticleSysBone = Dust01 BuildingNightSnowDust ParticleSysBone = Smoke01 BuildUpNightSnowSmoke ParticleSysBone = Smoke02 BuildUpNightSnowSmoke ParticleSysBone = Smoke03 BuildUpNightSnowSmoke ParticleSysBone = Smoke04 BuildUpNightSnowSmoke End TransitionState = DOWN_DEFAULT UP_DAY Model = UBBlackMkt_A6 Animation = UBBlackMkt_A6.UBBlackMkt_A6 AnimationMode = ONCE AnimationSpeedFactorRange = 1.0 1.0 Flags = START_FRAME_FIRST End TransitionState = DOWN_DEFAULT UP_NIGHT Model = UBBlackMkt_A6N Animation = UBBlackMkt_A6N.UBBlackMkt_A6N AnimationMode = ONCE AnimationSpeedFactorRange = 1.0 1.0 Flags = START_FRAME_FIRST End TransitionState = DOWN_DEFAULT UP_SNOW Model = UBBlackMkt_A6S Animation = UBBlackMkt_A6S.UBBlackMkt_A6S AnimationMode = ONCE AnimationSpeedFactorRange = 1.0 1.0 Flags = START_FRAME_FIRST End TransitionState = DOWN_DEFAULT UP_SNOWNIGHT Model = UBBlackMkt_A6SN Animation = UBBlackMkt_A6SN.UBBlackMkt_A6SN AnimationMode = ONCE AnimationSpeedFactorRange = 1.0 1.0 Flags = START_FRAME_FIRST End TransitionState = UP_DAY DOWN_DEFAULT Model = UBBlackMkt_A6 Animation = UBBlackMkt_A6.UBBlackMkt_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 = UBBlackMkt_A6N Animation = UBBlackMkt_A6N.UBBlackMkt_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 = UBBlackMkt_A6S Animation = UBBlackMkt_A6S.UBBlackMkt_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 = UBBlackMkt_A6SN Animation = UBBlackMkt_A6SN.UBBlackMkt_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:BlackMarket Side = GLA EditorSorting = STRUCTURE Prerequisites Object = GLAPalace End BuildCost = 2500 BuildTime = 30.0 ; in seconds EnergyProduction = -3 CommandSet = GLABlackMarketCommandSet VisionRange = 200.0 ; Shroud clearing distance ShroudClearingRange = 200 ArmorSet Conditions = None Armor = StructureArmor DamageFX = StructureDamageFXNoShake End ArmorSet Conditions = PLAYER_UPGRADE Armor = GLAUpgradedStructureArmor DamageFX = StructureDamageFXNoShake End ExperienceValue = 200 200 200 200 ; Experience point value at each level ; *** AUDIO Parameters *** VoiceSelect = BlackMarketSelect SoundOnDamaged = BuildingDamagedStateLight SoundOnReallyDamaged = BuildingDestroy UnitSpecificSounds UnderConstruction = UnderConstructionLoop End ; *** ENGINEERING Parameters *** RadarPriority = STRUCTURE KindOf = PRELOAD STRUCTURE SELECTABLE IMMOBILE CAPTURABLE FS_TECHNOLOGY MP_COUNT_FOR_VICTORY SCORE_CREATE FS_BLACK_MARKET Body = StructureBody 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 End Behavior = ArmorUpgrade ModuleTag_Armor01 TriggeredBy = Upgrade_GLAFortifiedStructure End Behavior = ModelConditionUpgrade ModuleTag_Armor01Visual ConditionFlag = GARRISONED TriggeredBy = Upgrade_GLAFortifiedStructure End Behavior = AutoDepositUpdate ModuleTag_05 DepositTiming = 2000 ; in milliseconds DepositAmount = 20 ; cash amount to deposit every DepositTiming InitialCaptureBonus = 0 ; no initial bonus End Behavior = ProductionUpdate ModuleTag_06 ; nothing End Behavior = DestroyDie ModuleTag_07 ;nothing End Behavior = RebuildHoleExposeDie ModuleTag_08 HoleName = GLAHoleBlackMarket HoleMaxHealth = 500.0 End Behavior = CreateObjectDie ModuleTag_09 CreationList = OCL_ABPowerPlantExplode End Behavior = FXListDie ModuleTag_10 DeathFX = FX_StructureSmallDeath 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_13 ;-------------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 Geometry = BOX GeometryMajorRadius = 35.0 GeometryMinorRadius = 35.0 GeometryHeight = 35.0 GeometryIsSmall = No Shadow = SHADOW_VOLUME BuildCompletion = PLACED_BY_PLAYER End ;------------------------------------------------------------------------------ ObjectReskin GLAHoleBlackMarket GLAHole Draw = W3DModelDraw ModuleTag_01 OkToChangeModelColor = Yes ConditionState = NONE Model = UBHole End ConditionState = DAMAGED Model = UBHole_D ParticleSysBone = Smoke01 SteamVent End ConditionState = REALLYDAMAGED RUBBLE Model = UBHole_E ParticleSysBone = Smoke01 SteamVent ParticleSysBone = Smoke02 SteamVent ParticleSysBone = Fire01 GLAPowerPlantFlame ParticleSysBone = Fire02 GLAPowerPlantFlame ParticleSysBone = Fire03 GLAPowerPlantFlame End End Draw = W3DModelDraw ModuleTag_02 OkToChangeModelColor = Yes ConditionState = NONE Model = UBBlackMkt_R ParticleSysBone = Smoke01 SmolderingSmoke ParticleSysBone = Smoke03 SmolderingSmoke ParticleSysBone = Smoke04 SmolderingSmoke End ConditionState = DAMAGED REALLYDAMAGED RUBBLE Model = UBBlackMkt_R ParticleSysBone = Smoke01 SmolderingSmoke ParticleSysBone = Smoke03 SmolderingSmoke ParticleSysBone = Smoke04 SmolderingSmoke End End End ;------------------------------------------------------------------------------ Object FakeGLABlackMarket ; *** ART Parameters *** SelectPortrait = SUBlackMarket_L ButtonImage = SUBlackMarket UpgradeCameo1 = Upgrade_GLAFortifiedStructure Draw = W3DModelDraw ModuleTag_01 OkToChangeModelColor = Yes ; day ConditionState = NONE Model = UBBlackMkt Animation = UBBlackMkt.UBBlackMkt AnimationMode = LOOP ParticleSysBone = Smoke01 SmolderingSmoke End ConditionState = DAMAGED Model = UBBlackMkt_D Animation = UBBlackMkt_D.UBBlackMkt_D AnimationMode = LOOP ParticleSysBone = Smoke01 SmolderingSmoke ParticleSysBone = Smoke02 SmolderingSmoke ParticleSysBone = Smoke03 SmolderingSmoke ParticleSysBone = Smoke04 SmolderingSmoke ParticleSysBone = Smoke05 SmolderingSmoke ParticleSysBone = Smoke06 SmolderingSmoke ParticleSysBone = Fire02 SmolderingFire ParticleSysBone = Fire03 SmolderingFire ParticleSysBone = Fire04 SmolderingFire ParticleSysBone = Fire05 SmolderingFire ParticleSysBone = Fire06 SmolderingFire End ConditionState = REALLYDAMAGED RUBBLE Model = UBBlackMkt_E Animation = UBBlackMkt_E.UBBlackMkt_E AnimationMode = LOOP ParticleSysBone = Smoke01 SmolderingSmoke ParticleSysBone = Smoke02 SmolderingSmoke ParticleSysBone = Smoke03 SmolderingSmoke ParticleSysBone = Smoke04 SmolderingSmoke ParticleSysBone = Smoke05 SmolderingSmoke ParticleSysBone = Smoke06 SmolderingSmoke ParticleSysBone = Smoke07 SmolderingSmoke ParticleSysBone = Fire02 SmolderingFire ParticleSysBone = Fire03 SmolderingFire ParticleSysBone = Fire04 SmolderingFire ParticleSysBone = Fire05 SmolderingFire ParticleSysBone = Fire06 SmolderingFire ParticleSysBone = Fire07 SmolderingFire End ConditionState = GARRISONED Model = UBBlkMktEG ParticleSysBone = Smoke01 SmolderingSmoke Animation = UBBlkMktEG.UBBlkMktEG AnimationMode = LOOP End ConditionState = DAMAGED GARRISONED Model = UBBlkMktEG_D ParticleSysBone = Smoke01 SmolderingSmoke Animation = UBBlkMktEG_D.UBBlkMktEG_D AnimationMode = LOOP End ConditionState = REALLYDAMAGED GARRISONED Model = UBBlkMktEG_E ParticleSysBone = Smoke01 SmolderingSmoke Animation = UBBlkMktEG_E.UBBlkMktEG_E AnimationMode = LOOP End ; day snow ConditionState = SNOW Model = UBBlackMkt_S Animation = UBBlackMkt_S.UBBlackMkt_S AnimationMode = LOOP ParticleSysBone = Smoke01 SmolderingSmoke End ConditionState = DAMAGED SNOW Model = UBBlackMkt_DS Animation = UBBlackMkt_DS.UBBlackMkt_DS AnimationMode = LOOP ParticleSysBone = Smoke01 SmolderingSmoke ParticleSysBone = Smoke02 SmolderingSmoke ParticleSysBone = Smoke03 SmolderingSmoke ParticleSysBone = Smoke04 SmolderingSmoke ParticleSysBone = Smoke05 SmolderingSmoke ParticleSysBone = Smoke06 SmolderingSmoke ParticleSysBone = Fire02 SmolderingFire ParticleSysBone = Fire03 SmolderingFire ParticleSysBone = Fire04 SmolderingFire ParticleSysBone = Fire05 SmolderingFire ParticleSysBone = Fire06 SmolderingFire End ConditionState = REALLYDAMAGED RUBBLE SNOW Model = UBBlackMkt_ES Animation = UBBlackMkt_ES.UBBlackMkt_ES AnimationMode = LOOP ParticleSysBone = Smoke01 SmolderingSmoke ParticleSysBone = Smoke02 SmolderingSmoke ParticleSysBone = Smoke03 SmolderingSmoke ParticleSysBone = Smoke04 SmolderingSmoke ParticleSysBone = Smoke05 SmolderingSmoke ParticleSysBone = Smoke06 SmolderingSmoke ParticleSysBone = Smoke07 SmolderingSmoke ParticleSysBone = Fire02 SmolderingFire ParticleSysBone = Fire03 SmolderingFire ParticleSysBone = Fire04 SmolderingFire ParticleSysBone = Fire05 SmolderingFire ParticleSysBone = Fire06 SmolderingFire ParticleSysBone = Fire07 SmolderingFire End ConditionState = GARRISONED SNOW Model = UBBlkMktEG_S ParticleSysBone = Smoke01 SmolderingSmoke Animation = UBBlkMktEG_S.UBBlkMktEG_S AnimationMode = LOOP End ConditionState = DAMAGED GARRISONED SNOW Model = UBBlkMktEG_DS ParticleSysBone = Smoke01 SmolderingSmoke Animation = UBBlkMktEG_DS.UBBlkMktEG_DS AnimationMode = LOOP End ConditionState = REALLYDAMAGED GARRISONED SNOW Model = UBBlkMktEG_ES ParticleSysBone = Smoke01 SmolderingSmoke Animation = UBBlkMktEG_ES.UBBlkMktEG_ES AnimationMode = LOOP End ; night ConditionState = NIGHT Model = UBBlackMkt_N Animation = UBBlackMkt_N.UBBlackMkt_N AnimationMode = LOOP ParticleSysBone = Smoke01 SmolderingSmoke End ConditionState = DAMAGED NIGHT Model = UBBlackMkt_DN Animation = UBBlackMkt_DN.UBBlackMkt_DN AnimationMode = LOOP ParticleSysBone = Smoke01 SmolderingSmoke ParticleSysBone = Smoke02 SmolderingSmoke ParticleSysBone = Smoke03 SmolderingSmoke ParticleSysBone = Smoke04 SmolderingSmoke ParticleSysBone = Smoke05 SmolderingSmoke ParticleSysBone = Smoke06 SmolderingSmoke ParticleSysBone = Fire02 SmolderingFire ParticleSysBone = Fire03 SmolderingFire ParticleSysBone = Fire04 SmolderingFire ParticleSysBone = Fire05 SmolderingFire ParticleSysBone = Fire06 SmolderingFire End ConditionState = REALLYDAMAGED RUBBLE NIGHT Model = UBBlackMkt_EN Animation = UBBlackMkt_EN.UBBlackMkt_EN AnimationMode = LOOP ParticleSysBone = Smoke01 SmolderingSmoke ParticleSysBone = Smoke02 SmolderingSmoke ParticleSysBone = Smoke03 SmolderingSmoke ParticleSysBone = Smoke04 SmolderingSmoke ParticleSysBone = Smoke05 SmolderingSmoke ParticleSysBone = Smoke06 SmolderingSmoke ParticleSysBone = Smoke07 SmolderingSmoke ParticleSysBone = Fire02 SmolderingFire ParticleSysBone = Fire03 SmolderingFire ParticleSysBone = Fire04 SmolderingFire ParticleSysBone = Fire05 SmolderingFire ParticleSysBone = Fire06 SmolderingFire ParticleSysBone = Fire07 SmolderingFire End ConditionState = GARRISONED NIGHT Model = UBBlkMktEG_N ParticleSysBone = Smoke01 SmolderingSmoke Animation = UBBlkMktEG_N.UBBlkMktEG_N AnimationMode = LOOP End ConditionState = DAMAGED GARRISONED NIGHT Model = UBBlkMktEG_DN ParticleSysBone = Smoke01 SmolderingSmoke Animation = UBBlkMktEG_DN.UBBlkMktEG_DN AnimationMode = LOOP End ConditionState = REALLYDAMAGED GARRISONED NIGHT Model = UBBlkMktEG_EN ParticleSysBone = Smoke01 SmolderingSmoke Animation = UBBlkMktEG_EN.UBBlkMktEG_EN AnimationMode = LOOP End ; night snow ConditionState = NIGHT SNOW Model = UBBlackMkt_NS Animation = UBBlackMkt_NS.UBBlackMkt_NS AnimationMode = LOOP ParticleSysBone = Smoke01 SmolderingSmoke End ConditionState = DAMAGED NIGHT SNOW Model = UBBlackMkt_DNS Animation = UBBlackMkt_DNS.UBBlackMkt_DNS AnimationMode = LOOP ParticleSysBone = Smoke01 SmolderingSmoke ParticleSysBone = Smoke02 SmolderingSmoke ParticleSysBone = Smoke03 SmolderingSmoke ParticleSysBone = Smoke04 SmolderingSmoke ParticleSysBone = Smoke05 SmolderingSmoke ParticleSysBone = Smoke06 SmolderingSmoke ParticleSysBone = Fire02 SmolderingFire ParticleSysBone = Fire03 SmolderingFire ParticleSysBone = Fire04 SmolderingFire ParticleSysBone = Fire05 SmolderingFire ParticleSysBone = Fire06 SmolderingFire End ConditionState = REALLYDAMAGED RUBBLE NIGHT SNOW Model = UBBlackMkt_ENS Animation = UBBlackMkt_ENS.UBBlackMkt_ENS AnimationMode = LOOP ParticleSysBone = Smoke01 SmolderingSmoke ParticleSysBone = Smoke02 SmolderingSmoke ParticleSysBone = Smoke03 SmolderingSmoke ParticleSysBone = Smoke04 SmolderingSmoke ParticleSysBone = Smoke05 SmolderingSmoke ParticleSysBone = Smoke06 SmolderingSmoke ParticleSysBone = Smoke07 SmolderingSmoke ParticleSysBone = Fire02 SmolderingFire ParticleSysBone = Fire03 SmolderingFire ParticleSysBone = Fire04 SmolderingFire ParticleSysBone = Fire05 SmolderingFire ParticleSysBone = Fire06 SmolderingFire ParticleSysBone = Fire07 SmolderingFire End ConditionState = GARRISONED NIGHT SNOW Model = UBBlkMktEG_NS ParticleSysBone = Smoke01 SmolderingSmoke Animation = UBBlkMktEG_NS.UBBlkMktEG_NS AnimationMode = LOOP End ConditionState = DAMAGED GARRISONED NIGHT SNOW Model = UBBlkMktEG_DNS ParticleSysBone = Smoke01 SmolderingSmoke Animation = UBBlkMktEG_DNS.UBBlkMktEG_DNS AnimationMode = LOOP End ConditionState = REALLYDAMAGED GARRISONED NIGHT SNOW Model = UBBlkMktEG_ENS ParticleSysBone = Smoke01 SmolderingSmoke Animation = UBBlkMktEG_ENS.UBBlkMktEG_ENS AnimationMode = LOOP End ;************************************************************************************************************************** ;This block handles every possible case with construction process, selling process, awaiting construction, and sold states ;for this draw module ConditionState = PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED Model = UBBlackMkt Animation = UBBlackMkt.UBBlackMkt AnimationMode = LOOP Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT End ConditionState = PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED DAMAGED Model = UBBlackMkt_D Animation = UBBlackMkt_D.UBBlackMkt_D AnimationMode = LOOP Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT End ConditionState = PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED REALLYDAMAGED Model = UBBlackMkt_E Animation = UBBlackMkt_E.UBBlackMkt_E AnimationMode = LOOP Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT End ConditionState = PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT Model = UBBlackMkt_N Animation = UBBlackMkt_N.UBBlackMkt_N AnimationMode = LOOP Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT End ConditionState = PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT DAMAGED Model = UBBlackMkt_DN Animation = UBBlackMkt_DN.UBBlackMkt_DN AnimationMode = LOOP Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT End ConditionState = PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT REALLYDAMAGED Model = UBBlackMkt_EN Animation = UBBlackMkt_EN.UBBlackMkt_EN AnimationMode = LOOP Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT End ConditionState = PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED SNOW Model = UBBlackMkt_S Animation = UBBlackMkt_S.UBBlackMkt_S AnimationMode = LOOP Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT End ConditionState = PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED SNOW DAMAGED Model = UBBlackMkt_DS Animation = UBBlackMkt_DS.UBBlackMkt_DS AnimationMode = LOOP Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT End ConditionState = PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED SNOW REALLYDAMAGED Model = UBBlackMkt_ES Animation = UBBlackMkt_ES.UBBlackMkt_ES AnimationMode = LOOP Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT End ConditionState = PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT SNOW Model = UBBlackMkt_NS Animation = UBBlackMkt_NS.UBBlackMkt_NS AnimationMode = LOOP Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT End ConditionState = PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT SNOW DAMAGED Model = UBBlackMkt_DNS Animation = UBBlackMkt_DNS.UBBlackMkt_DNS AnimationMode = LOOP Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT End ConditionState = PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT SNOW REALLYDAMAGED Model = UBBlackMkt_ENS Animation = UBBlackMkt_ENS.UBBlackMkt_ENS AnimationMode = LOOP Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT End ConditionState = AWAITING_CONSTRUCTION Model = NONE End AliasConditionState = AWAITING_CONSTRUCTION DAMAGED AliasConditionState = AWAITING_CONSTRUCTION REALLYDAMAGED AliasConditionState = AWAITING_CONSTRUCTION NIGHT AliasConditionState = AWAITING_CONSTRUCTION NIGHT DAMAGED AliasConditionState = AWAITING_CONSTRUCTION NIGHT REALLYDAMAGED AliasConditionState = AWAITING_CONSTRUCTION SNOW AliasConditionState = AWAITING_CONSTRUCTION SNOW DAMAGED AliasConditionState = AWAITING_CONSTRUCTION SNOW REALLYDAMAGED AliasConditionState = AWAITING_CONSTRUCTION NIGHT SNOW AliasConditionState = AWAITING_CONSTRUCTION NIGHT SNOW DAMAGED AliasConditionState = AWAITING_CONSTRUCTION NIGHT SNOW REALLYDAMAGED AliasConditionState = SOLD AliasConditionState = SOLD DAMAGED AliasConditionState = SOLD REALLYDAMAGED AliasConditionState = SOLD NIGHT AliasConditionState = SOLD NIGHT DAMAGED AliasConditionState = SOLD NIGHT REALLYDAMAGED AliasConditionState = SOLD SNOW AliasConditionState = SOLD SNOW DAMAGED AliasConditionState = SOLD SNOW REALLYDAMAGED AliasConditionState = SOLD NIGHT SNOW AliasConditionState = SOLD NIGHT SNOW DAMAGED AliasConditionState = SOLD NIGHT SNOW REALLYDAMAGED AliasConditionState = GARRISONED SOLD AliasConditionState = GARRISONED SOLD DAMAGED AliasConditionState = GARRISONED SOLD REALLYDAMAGED AliasConditionState = GARRISONED SOLD NIGHT AliasConditionState = GARRISONED SOLD NIGHT DAMAGED AliasConditionState = GARRISONED SOLD NIGHT REALLYDAMAGED AliasConditionState = GARRISONED SOLD SNOW AliasConditionState = GARRISONED SOLD SNOW DAMAGED AliasConditionState = GARRISONED SOLD SNOW REALLYDAMAGED AliasConditionState = GARRISONED SOLD NIGHT SNOW AliasConditionState = GARRISONED SOLD NIGHT SNOW DAMAGED AliasConditionState = GARRISONED 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 = UBBlackMkt_A4 Animation = UBBlackMkt_A4.UBBlackMkt_A4 AnimationMode = MANUAL Flags = START_FRAME_LAST TransitionKey = UP_DAY End ConditionState = NIGHT AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED Model = UBBlackMkt_A4N Animation = UBBlackMkt_A4N.UBBlackMkt_A4N AnimationMode = MANUAL Flags = START_FRAME_LAST TransitionKey = UP_NIGHT End ConditionState = SNOW AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED Model = UBBlackMkt_A4S Animation = UBBlackMkt_A4S.UBBlackMkt_A4S AnimationMode = MANUAL Flags = START_FRAME_LAST TransitionKey = UP_SNOW End ConditionState = SNOW NIGHT AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED Model = UBBlackMkt_A4SN Animation = UBBlackMkt_A4SN.UBBlackMkt_A4SN AnimationMode = MANUAL Flags = START_FRAME_LAST TransitionKey = UP_SNOWNIGHT End TransitionState = DOWN_DEFAULT UP_DAY Model = UBBlackMkt_A4 Animation = UBBlackMkt_A4.UBBlackMkt_A4 AnimationMode = ONCE AnimationSpeedFactorRange = 1.0 1.0 Flags = START_FRAME_FIRST End TransitionState = DOWN_DEFAULT UP_NIGHT Model = UBBlackMkt_A4N Animation = UBBlackMkt_A4N.UBBlackMkt_A4N AnimationMode = ONCE AnimationSpeedFactorRange = 1.0 1.0 Flags = START_FRAME_FIRST End TransitionState = DOWN_DEFAULT UP_SNOW Model = UBBlackMkt_A4S Animation = UBBlackMkt_A4S.UBBlackMkt_A4S AnimationMode = ONCE AnimationSpeedFactorRange = 1.0 1.0 Flags = START_FRAME_FIRST End TransitionState = DOWN_DEFAULT UP_SNOWNIGHT Model = UBBlackMkt_A4SN Animation = UBBlackMkt_A4SN.UBBlackMkt_A4SN AnimationMode = ONCE AnimationSpeedFactorRange = 1.0 1.0 Flags = START_FRAME_FIRST End TransitionState = UP_DAY DOWN_DEFAULT Model = UBBlackMkt_A4 Animation = UBBlackMkt_A4.UBBlackMkt_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 = UBBlackMkt_A4N Animation = UBBlackMkt_A4N.UBBlackMkt_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 = UBBlackMkt_A4S Animation = UBBlackMkt_A4S.UBBlackMkt_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 = UBBlackMkt_A4SN Animation = UBBlackMkt_A4SN.UBBlackMkt_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 = UBBlackMkt_A6 Animation = UBBlackMkt_A6.UBBlackMkt_A6 AnimationMode = MANUAL Flags = START_FRAME_LAST TransitionKey = UP_DAY ParticleSysBone = Dust01 BuildingDust ParticleSysBone = Smoke01 BuildUpSmoke ParticleSysBone = Smoke02 BuildUpSmoke ParticleSysBone = Smoke03 BuildUpSmoke ParticleSysBone = Smoke04 BuildUpSmoke End ConditionState = NIGHT PARTIALLY_CONSTRUCTED Model = UBBlackMkt_A6N Animation = UBBlackMkt_A6N.UBBlackMkt_A6N AnimationMode = MANUAL Flags = START_FRAME_LAST TransitionKey = UP_NIGHT ParticleSysBone = Dust01 BuildingDust ParticleSysBone = Smoke01 BuildUpSmoke ParticleSysBone = Smoke02 BuildUpSmoke ParticleSysBone = Smoke03 BuildUpSmoke ParticleSysBone = Smoke04 BuildUpSmoke End ConditionState = SNOW PARTIALLY_CONSTRUCTED Model = UBBlackMkt_A6S Animation = UBBlackMkt_A6S.UBBlackMkt_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 End ConditionState = SNOW NIGHT PARTIALLY_CONSTRUCTED Model = UBBlackMkt_A6SN Animation = UBBlackMkt_A6SN.UBBlackMkt_A6SN AnimationMode = MANUAL Flags = START_FRAME_LAST TransitionKey = UP_SNOWNIGHT ParticleSysBone = Dust01 BuildingNightSnowDust ParticleSysBone = Smoke01 BuildUpNightSnowSmoke ParticleSysBone = Smoke02 BuildUpNightSnowSmoke ParticleSysBone = Smoke03 BuildUpNightSnowSmoke ParticleSysBone = Smoke04 BuildUpNightSnowSmoke End TransitionState = DOWN_DEFAULT UP_DAY Model = UBBlackMkt_A6 Animation = UBBlackMkt_A6.UBBlackMkt_A6 AnimationMode = ONCE AnimationSpeedFactorRange = 1.0 1.0 Flags = START_FRAME_FIRST End TransitionState = DOWN_DEFAULT UP_NIGHT Model = UBBlackMkt_A6N Animation = UBBlackMkt_A6N.UBBlackMkt_A6N AnimationMode = ONCE AnimationSpeedFactorRange = 1.0 1.0 Flags = START_FRAME_FIRST End TransitionState = DOWN_DEFAULT UP_SNOW Model = UBBlackMkt_A6S Animation = UBBlackMkt_A6S.UBBlackMkt_A6S AnimationMode = ONCE AnimationSpeedFactorRange = 1.0 1.0 Flags = START_FRAME_FIRST End TransitionState = DOWN_DEFAULT UP_SNOWNIGHT Model = UBBlackMkt_A6SN Animation = UBBlackMkt_A6SN.UBBlackMkt_A6SN AnimationMode = ONCE AnimationSpeedFactorRange = 1.0 1.0 Flags = START_FRAME_FIRST End TransitionState = UP_DAY DOWN_DEFAULT Model = UBBlackMkt_A6 Animation = UBBlackMkt_A6.UBBlackMkt_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 = UBBlackMkt_A6N Animation = UBBlackMkt_A6N.UBBlackMkt_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 = UBBlackMkt_A6S Animation = UBBlackMkt_A6S.UBBlackMkt_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 = UBBlackMkt_A6SN Animation = UBBlackMkt_A6SN.UBBlackMkt_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:BlackMarket Side = GLA EditorSorting = STRUCTURE Prerequisites Object = GLAPalace End BuildCost = 625 BuildTime = 20.0 ; in seconds EnergyProduction = -3 CommandSet = FakeGLABlackMarketCommandSet VisionRange = 200.0 ; Shroud clearing distance ShroudClearingRange = 200 WeaponSet Conditions = None Weapon = PRIMARY SuicideWeapon AutoChooseSources = PRIMARY None End ArmorSet Conditions = None Armor = StructureArmor DamageFX = StructureDamageFXNoShake End ExperienceValue = 50 50 50 50 ; Experience point value at each level ; *** AUDIO Parameters *** VoiceSelect = FakeBuildingSelect SoundOnDamaged = BuildingDamagedStateLight SoundOnReallyDamaged = BuildingDestroy UnitSpecificSounds UnderConstruction = UnderConstructionLoop End ; *** ENGINEERING Parameters *** RadarPriority = STRUCTURE KindOf = PRELOAD STRUCTURE SELECTABLE IMMOBILE CAPTURABLE MP_COUNT_FOR_VICTORY SCORE_CREATE CAN_ATTACK FS_FAKE Body = StructureBody ModuleTag_04 MaxHealth = 125.0 InitialHealth = 125.0 ; 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 = 325 SubdualDamageHealRate = 500 SubdualDamageHealAmount = 100 End Behavior = AIUpdateInterface ModuleTag_05 AutoAcquireEnemiesWhenIdle = No End Behavior = ProductionUpdate ModuleTag_06 ; nothing End Behavior = SlowDeathBehavior ModuleTag_07 ExemptStatus = UNDER_CONSTRUCTION DestructionDelay = 0 Weapon = FINAL FakeStructureDetonationWeapon End Behavior = DestroyDie ModuleTag_SlowDeathException RequiredStatus = UNDER_CONSTRUCTION End Behavior = ReplaceObjectUpgrade ModuleTag_08 ReplaceObject = GLABlackMarket TriggeredBy = Upgrade_BecomeRealGLABlackMarket End Behavior = ModelConditionUpgrade ModuleTag_Armor01Visual ConditionFlag = GARRISONED TriggeredBy = Upgrade_GLAFortifiedStructure End Behavior = CreateObjectDie ModuleTag_09 CreationList = OCL_ABPowerPlantExplode End Behavior = FXListDie ModuleTag_10 DeathFX = FX_StructureSmallDeath 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_13 ;-------------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 = AutoDepositUpdate ModuleTag_FakeMoney DepositTiming = 2000 ; in milliseconds DepositAmount = 20 ; cash amount to deposit every DepositTiming InitialCaptureBonus = 0 ; no initial bonus ActualMoney = No ; Display only so I look like a BlackMarket End Geometry = BOX GeometryMajorRadius = 35.0 GeometryMinorRadius = 35.0 GeometryHeight = 35.0 GeometryIsSmall = No Shadow = SHADOW_VOLUME ShadowTexture = fake_supply; this is not really a shadow, it's used for decal to indicate fake structure. ShadowSizeX = 108 ShadowSizeY = 96 BuildCompletion = PLACED_BY_PLAYER End ;------------------------------------------------------------------------------ Object GLAScudStorm ; *** ART Parameters *** SelectPortrait = SUScudStorm_L ButtonImage = SUScudStorm UpgradeCameo1 = Upgrade_GLAAnthraxBeta Draw = W3DModelDraw ModuleTag_01 OkToChangeModelColor = Yes ProjectileBoneFeedbackEnabledSlots = PRIMARY ; WeaponLaunchBone will be shown/hidden, not just used for firing offset ; day ConditionState = NONE ; lying around Model = UBScudStrm_A1 Animation = UBScudStrm_A1.UBScudStrm_A1 AnimationMode = MANUAL Flags = START_FRAME_FIRST WeaponLaunchBone = PRIMARY WeaponA ShowSubObject = WeaponA01 WeaponA02 WeaponA03 WeaponA04 WeaponA05 WeaponA06 WeaponA07 WeaponA08 WeaponA09 TransitionKey = Trans_READY ParticleSysBone = SteamM01 SteamLarge ParticleSysBone = SteamS01 SteamMedium End TransitionState = Trans_READY Trans_ATTACKING ; from lying around to straight up Model = UBScudStrm_A1 Animation = UBScudStrm_A1.UBScudStrm_A1 AnimationMode = ONCE Flags = MAINTAIN_FRAME_ACROSS_STATES WeaponLaunchBone = PRIMARY WeaponA ParticleSysBone = SteamM01 SteamLarge ParticleSysBone = SteamS01 SteamMedium ParticleSysBone = FXBone01 ScudStormBuildingGoo ParticleSysBone = FXBone02 ScudStormBuildingGoo ParticleSysBone = FXBone03 ScudStormBuildingGoo End ConditionState = ATTACKING ; Projectile feedback code selectively hiding missiles as they shoot Model = UBScudStrm_A2 Animation = UBScudStrm_A2.UBScudStrm_A2 AnimationMode = MANUAL Flags = START_FRAME_FIRST WeaponLaunchBone = PRIMARY WeaponA TransitionKey = Trans_ATTACKING ParticleSysBone = SteamM01 SteamLarge ParticleSysBone = SteamS01 SteamMedium ParticleSysBone = FXBone01 ScudStormBuildingGoo ParticleSysBone = FXBone02 ScudStormBuildingGoo ParticleSysBone = FXBone03 ScudStormBuildingGoo End AliasConditionState = ATTACKING FIRING_A AliasConditionState = ATTACKING BETWEEN_FIRING_SHOTS_A TransitionState = Trans_ATTACKING Trans_READY ; empty arms going underground, coming up with presents for bad people Model = UBScudStrm_A3 Animation = UBScudStrm_A3.UBScudStrm_A3 AnimationMode = ONCE Flags = MAINTAIN_FRAME_ACROSS_STATES2 ParticleSysBone = SteamM01 SteamVent ParticleSysBone = SteamS01 SteamVent End ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED Model = UBScudStrm Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT End ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED DAMAGED Model = UBScudStrm_D Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT End ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED REALLYDAMAGED Model = UBScudStrm_E Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT End ;------------------------------------------------------------------------------------------------------------------------- ; day ConditionState = DAMAGED Model = UBScudStrm_DA1 Animation = UBScudStrm_DA1.UBScudStrm_DA1 AnimationMode = MANUAL Flags = START_FRAME_FIRST WeaponLaunchBone = PRIMARY WeaponA ShowSubObject = WeaponA01 WeaponA02 WeaponA03 WeaponA04 WeaponA05 WeaponA06 WeaponA07 WeaponA08 WeaponA09 TransitionKey = Trans_READY_DAMAGED ParticleSysBone = SteamM01 SteamLarge ParticleSysBone = SteamS01 SteamMedium End TransitionState = Trans_READY_DAMAGED Trans_ATTACKING_DAMAGED Model = UBScudStrm_DA1 Animation = UBScudStrm_DA1.UBScudStrm_DA1 AnimationMode = ONCE Flags = MAINTAIN_FRAME_ACROSS_STATES WeaponLaunchBone = PRIMARY WeaponA ParticleSysBone = SteamM01 SteamLarge ParticleSysBone = SteamS01 SteamMedium ParticleSysBone = FXBone01 ScudStormBuildingGoo ParticleSysBone = FXBone02 ScudStormBuildingGoo ParticleSysBone = FXBone03 ScudStormBuildingGoo End ConditionState = ATTACKING DAMAGED Model = UBScudStrm_DA2 Animation = UBScudStrm_DA2.UBScudStrm_DA2 AnimationMode = MANUAL Flags = START_FRAME_FIRST WeaponLaunchBone = PRIMARY WeaponA TransitionKey = Trans_ATTACKING_DAMAGED ParticleSysBone = SteamM01 SteamLarge ParticleSysBone = SteamS01 SteamMedium ParticleSysBone = FXBone01 ScudStormBuildingGoo ParticleSysBone = FXBone02 ScudStormBuildingGoo ParticleSysBone = FXBone03 ScudStormBuildingGoo End AliasConditionState = ATTACKING FIRING_A DAMAGED AliasConditionState = ATTACKING BETWEEN_FIRING_SHOTS_A DAMAGED TransitionState = Trans_ATTACKING_DAMAGED Trans_READY_DAMAGED Model = UBScudStrm_DA3 Animation = UBScudStrm_DA3.UBScudStrm_DA3 AnimationMode = ONCE Flags = MAINTAIN_FRAME_ACROSS_STATES2 ParticleSysBone = SteamM01 SteamVent ParticleSysBone = SteamS01 SteamVent End ;------------------------------------------------------------------------------------------------------------------------- ConditionState = REALLYDAMAGED RUBBLE Model = UBScudStrm_EA1 Animation = UBScudStrm_EA1.UBScudStrm_EA1 AnimationMode = MANUAL Flags = START_FRAME_FIRST WeaponLaunchBone = PRIMARY WeaponA ShowSubObject = WeaponA01 WeaponA02 WeaponA03 WeaponA04 WeaponA05 WeaponA06 WeaponA07 WeaponA08 WeaponA09 TransitionKey = Trans_READY_REALLYDAMAGED ParticleSysBone = SteamM01 SteamLarge ParticleSysBone = SteamS01 SteamMedium End TransitionState = Trans_READY_REALLYDAMAGED Trans_ATTACKING_REALLYDAMAGED Model = UBScudStrm_EA1 Animation = UBScudStrm_EA1.UBScudStrm_EA1 AnimationMode = ONCE Flags = MAINTAIN_FRAME_ACROSS_STATES WeaponLaunchBone = PRIMARY WeaponA ParticleSysBone = SteamM01 SteamLarge ParticleSysBone = SteamS01 SteamMedium ParticleSysBone = FXBone01 ScudStormBuildingGoo ParticleSysBone = FXBone02 ScudStormBuildingGoo ParticleSysBone = FXBone03 ScudStormBuildingGoo End ConditionState = ATTACKING REALLYDAMAGED RUBBLE Model = UBScudStrm_EA2 Animation = UBScudStrm_EA2.UBScudStrm_EA2 AnimationMode = MANUAL Flags = START_FRAME_FIRST WeaponLaunchBone = PRIMARY WeaponA TransitionKey = Trans_ATTACKING_REALLYDAMAGED ParticleSysBone = SteamM01 SteamLarge ParticleSysBone = SteamS01 SteamMedium ParticleSysBone = FXBone01 ScudStormBuildingGoo ParticleSysBone = FXBone02 ScudStormBuildingGoo ParticleSysBone = FXBone03 ScudStormBuildingGoo End AliasConditionState = ATTACKING FIRING_A REALLYDAMAGED RUBBLE AliasConditionState = ATTACKING BETWEEN_FIRING_SHOTS_A REALLYDAMAGED RUBBLE TransitionState = Trans_ATTACKING_REALLYDAMAGED Trans_READY_REALLYDAMAGED Model = UBScudStrm_EA3 Animation = UBScudStrm_EA3.UBScudStrm_EA3 AnimationMode = ONCE Flags = MAINTAIN_FRAME_ACROSS_STATES2 ParticleSysBone = SteamM01 SteamVent ParticleSysBone = SteamS01 SteamVent End ;------------------------------------------------------------------------------------------------------------------------- ; SNOW ConditionState = SNOW ; from underground to lying around Model = UBScudStrm_A1S Animation = UBScudStrm_A1S.UBScudStrm_A1S AnimationMode = MANUAL Flags = START_FRAME_FIRST WeaponLaunchBone = PRIMARY WeaponA ShowSubObject = WeaponA01 WeaponA02 WeaponA03 WeaponA04 WeaponA05 WeaponA06 WeaponA07 WeaponA08 WeaponA09 TransitionKey = Trans_READY_SNOW ParticleSysBone = SteamM01 SteamLarge ParticleSysBone = SteamS01 SteamMedium End TransitionState = Trans_READY_SNOW Trans_ATTACKING_SNOW Model = UBScudStrm_A1S Animation = UBScudStrm_A1S.UBScudStrm_A1S AnimationMode = ONCE Flags = MAINTAIN_FRAME_ACROSS_STATES WeaponLaunchBone = PRIMARY WeaponA ParticleSysBone = SteamM01 SteamLarge ParticleSysBone = SteamS01 SteamMedium ParticleSysBone = FXBone01 ScudStormBuildingGoo ParticleSysBone = FXBone02 ScudStormBuildingGoo ParticleSysBone = FXBone03 ScudStormBuildingGoo End ConditionState = ATTACKING SNOW ; Projectile feedback code selectively hiding missiles as they shoot Model = UBScudStrm_A2S Animation = UBScudStrm_A2S.UBScudStrm_A2S AnimationMode = MANUAL Flags = START_FRAME_FIRST WeaponLaunchBone = PRIMARY WeaponA TransitionKey = Trans_ATTACKING_SNOW ParticleSysBone = SteamM01 SteamLarge ParticleSysBone = SteamS01 SteamMedium ParticleSysBone = FXBone01 ScudStormBuildingGoo ParticleSysBone = FXBone02 ScudStormBuildingGoo ParticleSysBone = FXBone03 ScudStormBuildingGoo End AliasConditionState = ATTACKING FIRING_A SNOW AliasConditionState = ATTACKING BETWEEN_FIRING_SHOTS_A SNOW TransitionState = Trans_ATTACKING_SNOW Trans_READY_SNOW ; empty arms going underground Model = UBScudStrm_A3S Animation = UBScudStrm_A3S.UBScudStrm_A3S AnimationMode = ONCE Flags = MAINTAIN_FRAME_ACROSS_STATES2 ParticleSysBone = SteamM01 SteamVent ParticleSysBone = SteamS01 SteamVent End ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED SNOW Model = UBScudStrm Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT End ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED DAMAGED SNOW Model = UBScudStrm_D Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT End ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED REALLYDAMAGED SNOW Model = UBScudStrm_E Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT End ;------------------------------------------------------------------------------------------------------------------------- ConditionState = DAMAGED SNOW Model = UBScudStrm_DA1 Animation = UBScudStrm_DA1.UBScudStrm_DA1 AnimationMode = MANUAL Flags = START_FRAME_FIRST WeaponLaunchBone = PRIMARY WeaponA ShowSubObject = WeaponA01 WeaponA02 WeaponA03 WeaponA04 WeaponA05 WeaponA06 WeaponA07 WeaponA08 WeaponA09 TransitionKey = Trans_READY_DAMAGED_SNOW ParticleSysBone = SteamM01 SteamLarge ParticleSysBone = SteamS01 SteamMedium End TransitionState = Trans_READY_DAMAGED_SNOW Trans_ATTACKING_DAMAGED_SNOW Model = UBScudStrm_DA1 Animation = UBScudStrm_DA1.UBScudStrm_DA1 AnimationMode = ONCE Flags = MAINTAIN_FRAME_ACROSS_STATES WeaponLaunchBone = PRIMARY WeaponA ParticleSysBone = SteamM01 SteamLarge ParticleSysBone = SteamS01 SteamMedium ParticleSysBone = FXBone01 ScudStormBuildingGoo ParticleSysBone = FXBone02 ScudStormBuildingGoo ParticleSysBone = FXBone03 ScudStormBuildingGoo End ConditionState = ATTACKING DAMAGED SNOW Model = UBScudStrm_DA2 Animation = UBScudStrm_DA2.UBScudStrm_DA2 AnimationMode = MANUAL Flags = START_FRAME_FIRST WeaponLaunchBone = PRIMARY WeaponA TransitionKey = Trans_ATTACKING_DAMAGED_SNOW ParticleSysBone = SteamM01 SteamLarge ParticleSysBone = SteamS01 SteamMedium ParticleSysBone = FXBone01 ScudStormBuildingGoo ParticleSysBone = FXBone02 ScudStormBuildingGoo ParticleSysBone = FXBone03 ScudStormBuildingGoo End AliasConditionState = ATTACKING FIRING_A DAMAGED SNOW AliasConditionState = ATTACKING BETWEEN_FIRING_SHOTS_A DAMAGED SNOW TransitionState = Trans_ATTACKING_DAMAGED_SNOW Trans_READY_DAMAGED_SNOW Model = UBScudStrm_DA3 Animation = UBScudStrm_DA3.UBScudStrm_DA3 AnimationMode = ONCE Flags = MAINTAIN_FRAME_ACROSS_STATES2 ParticleSysBone = SteamM01 SteamVent ParticleSysBone = SteamS01 SteamVent End ;------------------------------------------------------------------------------------------------------------------------- ConditionState = REALLYDAMAGED RUBBLE SNOW Model = UBScudStrm_EA1 Animation = UBScudStrm_EA1.UBScudStrm_EA1 AnimationMode = MANUAL Flags = START_FRAME_FIRST WeaponLaunchBone = PRIMARY WeaponA ShowSubObject = WeaponA01 WeaponA02 WeaponA03 WeaponA04 WeaponA05 WeaponA06 WeaponA07 WeaponA08 WeaponA09 TransitionKey = Trans_READY_REALLYDAMAGED_SNOW ParticleSysBone = SteamM01 SteamLarge ParticleSysBone = SteamS01 SteamMedium End TransitionState = Trans_READY_REALLYDAMAGED_SNOW Trans_ATTACKING_REALLYDAMAGED_SNOW Model = UBScudStrm_EA1 Animation = UBScudStrm_EA1.UBScudStrm_EA1 AnimationMode = ONCE Flags = MAINTAIN_FRAME_ACROSS_STATES WeaponLaunchBone = PRIMARY WeaponA ParticleSysBone = SteamM01 SteamLarge ParticleSysBone = SteamS01 SteamMedium ParticleSysBone = FXBone01 ScudStormBuildingGoo ParticleSysBone = FXBone02 ScudStormBuildingGoo ParticleSysBone = FXBone03 ScudStormBuildingGoo End ConditionState = ATTACKING REALLYDAMAGED RUBBLE SNOW Model = UBScudStrm_EA2 Animation = UBScudStrm_EA2.UBScudStrm_EA2 AnimationMode = MANUAL Flags = START_FRAME_FIRST WeaponLaunchBone = PRIMARY WeaponA TransitionKey = Trans_ATTACKING_REALLYDAMAGED_SNOW ParticleSysBone = SteamM01 SteamLarge ParticleSysBone = SteamS01 SteamMedium ParticleSysBone = FXBone01 ScudStormBuildingGoo ParticleSysBone = FXBone02 ScudStormBuildingGoo ParticleSysBone = FXBone03 ScudStormBuildingGoo End AliasConditionState = ATTACKING FIRING_A REALLYDAMAGED RUBBLE SNOW AliasConditionState = ATTACKING BETWEEN_FIRING_SHOTS_A REALLYDAMAGED RUBBLE SNOW TransitionState = Trans_ATTACKING_REALLYDAMAGED_SNOW Trans_READY_REALLYDAMAGED_SNOW Model = UBScudStrm_EA3 Animation = UBScudStrm_EA3.UBScudStrm_EA3 AnimationMode = ONCE Flags = MAINTAIN_FRAME_ACROSS_STATES2 ParticleSysBone = SteamM01 SteamVent ParticleSysBone = SteamS01 SteamVent End ;------------------------------------------------------------------------------------------------------------------------- ; NIGHT ConditionState = NIGHT ; from underground to lying around Model = UBScudStrm_A1 Animation = UBScudStrm_A1.UBScudStrm_A1 AnimationMode = MANUAL Flags = START_FRAME_FIRST WeaponLaunchBone = PRIMARY WeaponA ShowSubObject = WeaponA01 WeaponA02 WeaponA03 WeaponA04 WeaponA05 WeaponA06 WeaponA07 WeaponA08 WeaponA09 TransitionKey = Trans_READY_NIGHT ParticleSysBone = SteamM01 SteamLarge ParticleSysBone = SteamS01 SteamMedium End TransitionState = Trans_READY_NIGHT Trans_ATTACKING_NIGHT Model = UBScudStrm_A1 Animation = UBScudStrm_A1.UBScudStrm_A1 AnimationMode = ONCE Flags = MAINTAIN_FRAME_ACROSS_STATES WeaponLaunchBone = PRIMARY WeaponA ParticleSysBone = SteamM01 SteamLarge ParticleSysBone = SteamS01 SteamMedium ParticleSysBone = FXBone01 ScudStormBuildingGoo ParticleSysBone = FXBone02 ScudStormBuildingGoo ParticleSysBone = FXBone03 ScudStormBuildingGoo End ConditionState = ATTACKING NIGHT ; Projectile feedback code selectively hiding missiles as they shoot Model = UBScudStrm_A2 Animation = UBScudStrm_A2.UBScudStrm_A2 AnimationMode = MANUAL Flags = START_FRAME_FIRST WeaponLaunchBone = PRIMARY WeaponA TransitionKey = Trans_ATTACKING_NIGHT ParticleSysBone = SteamM01 SteamLarge ParticleSysBone = SteamS01 SteamMedium ParticleSysBone = FXBone01 ScudStormBuildingGoo ParticleSysBone = FXBone02 ScudStormBuildingGoo ParticleSysBone = FXBone03 ScudStormBuildingGoo End AliasConditionState = ATTACKING FIRING_A NIGHT AliasConditionState = ATTACKING BETWEEN_FIRING_SHOTS_A NIGHT TransitionState = Trans_ATTACKING_NIGHT Trans_READY_NIGHT ; empty arms going underground Model = UBScudStrm_A3 Animation = UBScudStrm_A3.UBScudStrm_A3 AnimationMode = ONCE Flags = MAINTAIN_FRAME_ACROSS_STATES2 ParticleSysBone = SteamM01 SteamVent ParticleSysBone = SteamS01 SteamVent End ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT Model = UBScudStrm Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT End ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED DAMAGED NIGHT Model = UBScudStrm_D Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT End ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED REALLYDAMAGED NIGHT Model = UBScudStrm_E Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT End ;------------------------------------------------------------------------------------------------------------------------- ConditionState = DAMAGED NIGHT Model = UBScudStrm_DA1N Animation = UBScudStrm_DA1N.UBScudStrm_DA1N AnimationMode = MANUAL Flags = START_FRAME_FIRST WeaponLaunchBone = PRIMARY WeaponA ShowSubObject = WeaponA01 WeaponA02 WeaponA03 WeaponA04 WeaponA05 WeaponA06 WeaponA07 WeaponA08 WeaponA09 TransitionKey = Trans_READY_DAMAGED_NIGHT ParticleSysBone = SteamM01 SteamLarge ParticleSysBone = SteamS01 SteamMedium End TransitionState = Trans_READY_DAMAGED_NIGHT Trans_ATTACKING_DAMAGED_NIGHT Model = UBScudStrm_DA1N Animation = UBScudStrm_DA1N.UBScudStrm_DA1N AnimationMode = ONCE Flags = MAINTAIN_FRAME_ACROSS_STATES WeaponLaunchBone = PRIMARY WeaponA ParticleSysBone = SteamM01 SteamLarge ParticleSysBone = SteamS01 SteamMedium ParticleSysBone = FXBone01 ScudStormBuildingGoo ParticleSysBone = FXBone02 ScudStormBuildingGoo ParticleSysBone = FXBone03 ScudStormBuildingGoo End ConditionState = ATTACKING DAMAGED NIGHT Model = UBScudStrm_DA2N Animation = UBScudStrm_DA2N.UBScudStrm_DA2N AnimationMode = MANUAL Flags = START_FRAME_FIRST WeaponLaunchBone = PRIMARY WeaponA TransitionKey = Trans_ATTACKING_DAMAGED_NIGHT ParticleSysBone = SteamM01 SteamLarge ParticleSysBone = SteamS01 SteamMedium ParticleSysBone = FXBone01 ScudStormBuildingGoo ParticleSysBone = FXBone02 ScudStormBuildingGoo ParticleSysBone = FXBone03 ScudStormBuildingGoo End AliasConditionState = ATTACKING FIRING_A NIGHT DAMAGED AliasConditionState = ATTACKING BETWEEN_FIRING_SHOTS_A NIGHT DAMAGED TransitionState = Trans_ATTACKING_DAMAGED_NIGHT Trans_READY_DAMAGED_NIGHT Model = UBScudStrm_DA3N Animation = UBScudStrm_DA3N.UBScudStrm_DA3N AnimationMode = ONCE Flags = MAINTAIN_FRAME_ACROSS_STATES2 ParticleSysBone = SteamM01 SteamVent ParticleSysBone = SteamS01 SteamVent End ;------------------------------------------------------------------------------------------------------------------------- ConditionState = REALLYDAMAGED RUBBLE NIGHT Model = UBScudStrm_EA1N Animation = UBScudStrm_EA1N.UBScudStrm_EA1N AnimationMode = MANUAL Flags = START_FRAME_FIRST WeaponLaunchBone = PRIMARY WeaponA ShowSubObject = WeaponA01 WeaponA02 WeaponA03 WeaponA04 WeaponA05 WeaponA06 WeaponA07 WeaponA08 WeaponA09 TransitionKey = Trans_READY_REALLYDAMAGED_NIGHT ParticleSysBone = SteamM01 SteamLarge ParticleSysBone = SteamS01 SteamMedium End TransitionState = Trans_READY_REALLYDAMAGED_NIGHT Trans_ATTACKING_REALLYDAMAGED_NIGHT Model = UBScudStrm_EA1N Animation = UBScudStrm_EA1N.UBScudStrm_EA1N AnimationMode = ONCE Flags = MAINTAIN_FRAME_ACROSS_STATES WeaponLaunchBone = PRIMARY WeaponA ParticleSysBone = SteamM01 SteamLarge ParticleSysBone = SteamS01 SteamMedium ParticleSysBone = FXBone01 ScudStormBuildingGoo ParticleSysBone = FXBone02 ScudStormBuildingGoo ParticleSysBone = FXBone03 ScudStormBuildingGoo End ConditionState = ATTACKING REALLYDAMAGED RUBBLE NIGHT Model = UBScudStrm_EA2N Animation = UBScudStrm_EA2N.UBScudStrm_EA2N AnimationMode = MANUAL Flags = START_FRAME_FIRST WeaponLaunchBone = PRIMARY WeaponA TransitionKey = Trans_ATTACKING_REALLYDAMAGED_NIGHT ParticleSysBone = SteamM01 SteamLarge ParticleSysBone = SteamS01 SteamMedium ParticleSysBone = FXBone01 ScudStormBuildingGoo ParticleSysBone = FXBone02 ScudStormBuildingGoo ParticleSysBone = FXBone03 ScudStormBuildingGoo End AliasConditionState = ATTACKING FIRING_A NIGHT REALLYDAMAGED RUBBLE AliasConditionState = ATTACKING BETWEEN_FIRING_SHOTS_A NIGHT REALLYDAMAGED RUBBLE TransitionState = Trans_ATTACKING_REALLYDAMAGED_NIGHT Trans_READY_REALLYDAMAGED_NIGHT Model = UBScudStrm_EA3N Animation = UBScudStrm_EA3N.UBScudStrm_EA3N AnimationMode = ONCE Flags = MAINTAIN_FRAME_ACROSS_STATES2 ParticleSysBone = SteamM01 SteamVent ParticleSysBone = SteamS01 SteamVent End ;------------------------------------------------------------------------------------------------------------------------- ; NIGHT SNOW ConditionState = NIGHT SNOW ; from underground to lying around Model = UBScudStrm_A1NS Animation = UBScudStrm_A1NS.UBScudStrm_A1NS AnimationMode = MANUAL Flags = START_FRAME_FIRST WeaponLaunchBone = PRIMARY WeaponA ShowSubObject = WeaponA01 WeaponA02 WeaponA03 WeaponA04 WeaponA05 WeaponA06 WeaponA07 WeaponA08 WeaponA09 TransitionKey = Trans_READY_NIGHTSNOW ParticleSysBone = SteamM01 SteamLarge ParticleSysBone = SteamS01 SteamMedium End TransitionState = Trans_READY_NIGHTSNOW Trans_ATTACKING_NIGHTSNOW Model = UBScudStrm_A1NS Animation = UBScudStrm_A1NS.UBScudStrm_A1NS AnimationMode = ONCE Flags = MAINTAIN_FRAME_ACROSS_STATES WeaponLaunchBone = PRIMARY WeaponA ParticleSysBone = SteamM01 SteamLarge ParticleSysBone = SteamS01 SteamMedium ParticleSysBone = FXBone01 ScudStormBuildingGoo ParticleSysBone = FXBone02 ScudStormBuildingGoo ParticleSysBone = FXBone03 ScudStormBuildingGoo End ConditionState = ATTACKING NIGHT SNOW ; Projectile feedback code selectively hiding missiles as they shoot Model = UBScudStrm_A2NS Animation = UBScudStrm_A2NS.UBScudStrm_A2NS AnimationMode = MANUAL Flags = START_FRAME_FIRST WeaponLaunchBone = PRIMARY WeaponA TransitionKey = Trans_ATTACKING_NIGHTSNOW ParticleSysBone = SteamM01 SteamLarge ParticleSysBone = SteamS01 SteamMedium ParticleSysBone = FXBone01 ScudStormBuildingGoo ParticleSysBone = FXBone02 ScudStormBuildingGoo ParticleSysBone = FXBone03 ScudStormBuildingGoo End AliasConditionState = ATTACKING FIRING_A NIGHT SNOW AliasConditionState = ATTACKING BETWEEN_FIRING_SHOTS_A NIGHT SNOW TransitionState = Trans_ATTACKING_NIGHTSNOW Trans_READY_NIGHTSNOW ; empty arms going underground Model = UBScudStrm_A3NS Animation = UBScudStrm_A3NS.UBScudStrm_A3NS AnimationMode = ONCE Flags = MAINTAIN_FRAME_ACROSS_STATES2 ParticleSysBone = SteamM01 SteamVent ParticleSysBone = SteamS01 SteamVent End ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT SNOW Model = UBScudStrm Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT End ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED DAMAGED NIGHT SNOW Model = UBScudStrm_D Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT End ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED REALLYDAMAGED NIGHT SNOW Model = UBScudStrm_E Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT End ;------------------------------------------------------------------------------------------------------------------------- ConditionState = DAMAGED NIGHT SNOW Model = UBScudStrm_DA1N Animation = UBScudStrm_DA1N.UBScudStrm_DA1N AnimationMode = MANUAL Flags = START_FRAME_FIRST WeaponLaunchBone = PRIMARY WeaponA ShowSubObject = WeaponA01 WeaponA02 WeaponA03 WeaponA04 WeaponA05 WeaponA06 WeaponA07 WeaponA08 WeaponA09 TransitionKey = Trans_READY_DAMAGED_NIGHTSNOW ParticleSysBone = SteamM01 SteamLarge ParticleSysBone = SteamS01 SteamMedium End TransitionState = Trans_READY_DAMAGED_NIGHTSNOW Trans_ATTACKING_DAMAGED_NIGHTSNOW Model = UBScudStrm_DA1N Animation = UBScudStrm_DA1N.UBScudStrm_DA1N AnimationMode = ONCE Flags = MAINTAIN_FRAME_ACROSS_STATES WeaponLaunchBone = PRIMARY WeaponA ParticleSysBone = SteamM01 SteamLarge ParticleSysBone = SteamS01 SteamMedium ParticleSysBone = FXBone01 ScudStormBuildingGoo ParticleSysBone = FXBone02 ScudStormBuildingGoo ParticleSysBone = FXBone03 ScudStormBuildingGoo End ConditionState = ATTACKING DAMAGED NIGHT SNOW Model = UBScudStrm_DA2N Animation = UBScudStrm_DA2N.UBScudStrm_DA2N AnimationMode = MANUAL Flags = START_FRAME_FIRST WeaponLaunchBone = PRIMARY WeaponA TransitionKey = Trans_ATTACKING_DAMAGED_NIGHTSNOW ParticleSysBone = SteamM01 SteamLarge ParticleSysBone = SteamS01 SteamMedium ParticleSysBone = FXBone01 ScudStormBuildingGoo ParticleSysBone = FXBone02 ScudStormBuildingGoo ParticleSysBone = FXBone03 ScudStormBuildingGoo End AliasConditionState = ATTACKING FIRING_A NIGHT DAMAGED SNOW AliasConditionState = ATTACKING BETWEEN_FIRING_SHOTS_A NIGHT DAMAGED SNOW TransitionState = Trans_ATTACKING_DAMAGED_NIGHTSNOW Trans_READY_DAMAGED_NIGHTSNOW Model = UBScudStrm_DA3N Animation = UBScudStrm_DA3N.UBScudStrm_DA3N AnimationMode = ONCE Flags = MAINTAIN_FRAME_ACROSS_STATES2 ParticleSysBone = SteamM01 SteamVent ParticleSysBone = SteamS01 SteamVent End ;------------------------------------------------------------------------------------------------------------------------- ConditionState = REALLYDAMAGED RUBBLE NIGHT SNOW Model = UBScudStrm_EA1N Animation = UBScudStrm_EA1N.UBScudStrm_EA1N AnimationMode = MANUAL Flags = START_FRAME_FIRST WeaponLaunchBone = PRIMARY WeaponA ShowSubObject = WeaponA01 WeaponA02 WeaponA03 WeaponA04 WeaponA05 WeaponA06 WeaponA07 WeaponA08 WeaponA09 TransitionKey = Trans_READY_REALLYDAMAGED_NIGHTSNOW ParticleSysBone = SteamM01 SteamLarge ParticleSysBone = SteamS01 SteamMedium End TransitionState = Trans_READY_REALLYDAMAGED_NIGHTSNOW Trans_ATTACKING_REALLYDAMAGED_NIGHTSNOW Model = UBScudStrm_EA1N Animation = UBScudStrm_EA1N.UBScudStrm_EA1N AnimationMode = ONCE Flags = MAINTAIN_FRAME_ACROSS_STATES WeaponLaunchBone = PRIMARY WeaponA ParticleSysBone = SteamM01 SteamLarge ParticleSysBone = SteamS01 SteamMedium ParticleSysBone = FXBone01 ScudStormBuildingGoo ParticleSysBone = FXBone02 ScudStormBuildingGoo ParticleSysBone = FXBone03 ScudStormBuildingGoo End ConditionState = ATTACKING REALLYDAMAGED RUBBLE NIGHT SNOW Model = UBScudStrm_EA2N Animation = UBScudStrm_EA2N.UBScudStrm_EA2N AnimationMode = MANUAL Flags = START_FRAME_FIRST WeaponLaunchBone = PRIMARY WeaponA TransitionKey = Trans_ATTACKING_REALLYDAMAGED_NIGHTSNOW ParticleSysBone = SteamM01 SteamLarge ParticleSysBone = SteamS01 SteamMedium ParticleSysBone = FXBone01 ScudStormBuildingGoo ParticleSysBone = FXBone02 ScudStormBuildingGoo ParticleSysBone = FXBone03 ScudStormBuildingGoo End AliasConditionState = ATTACKING FIRING_A NIGHT REALLYDAMAGED RUBBLE SNOW AliasConditionState = ATTACKING BETWEEN_FIRING_SHOTS_A NIGHT REALLYDAMAGED RUBBLE SNOW TransitionState = Trans_ATTACKING_REALLYDAMAGED_NIGHTSNOW Trans_READY_REALLYDAMAGED_NIGHTSNOW Model = UBScudStrm_EA3N Animation = UBScudStrm_EA3N.UBScudStrm_EA3N AnimationMode = ONCE Flags = MAINTAIN_FRAME_ACROSS_STATES2 ParticleSysBone = SteamM01 SteamVent ParticleSysBone = SteamS01 SteamVent End ConditionState = SOLD Model = NONE End AliasConditionState = SOLD DAMAGED AliasConditionState = SOLD REALLYDAMAGED AliasConditionState = SOLD SNOW AliasConditionState = SOLD DAMAGED SNOW AliasConditionState = SOLD REALLYDAMAGED SNOW AliasConditionState = SOLD NIGHT AliasConditionState = SOLD DAMAGED NIGHT AliasConditionState = SOLD REALLYDAMAGED NIGHT AliasConditionState = SOLD NIGHT SNOW AliasConditionState = SOLD DAMAGED NIGHT SNOW AliasConditionState = SOLD REALLYDAMAGED NIGHT SNOW End ;------------------------------------------------------------------------------------------------------------------------- ;------------------------------------------------------------------------------------------------------------------------- ;------------------------------------------------------------------------------------------------------------------------- Draw = W3DModelDraw ModuleTag_02 OkToChangeModelColor = Yes ConditionState = None Model = UBScudStrm_A5 Animation = UBScudStrm_A5.UBScudStrm_A5 AnimationMode = MANUAL Flags = START_FRAME_FIRST 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 = PREATTACK_A ATTACKING Model = UBScudStrm_A5 Animation = UBScudStrm_A5.UBScudStrm_A5 AnimationMode = LOOP Flags = START_FRAME_FIRST End ConditionState = ATTACKING Model = UBScudStrm_A5 Animation = UBScudStrm_A5.UBScudStrm_A5 AnimationMode = LOOP Flags = START_FRAME_FIRST End ;These assets are missing (KM: removed to get rid of assert) ;ConditionState = DAMAGED ; Model = UBScudStrm_DA5 ; Animation = UBScudStrm_DA5.UBScudStrm_DA5 ; AnimationMode = MANUAL ; Flags = START_FRAME_FIRST ;End ;These assets are missing (KM: removed to get rid of assert) ;ConditionState = PREATTACK_A ATTACKING DAMAGED ; Model = UBScudStrm_DA5 ; Animation = UBScudStrm_DA5.UBScudStrm_DA5 ; AnimationMode = LOOP ; Flags = START_FRAME_FIRST ;End ;These assets are missing (KM: removed to get rid of assert) ;ConditionState = ATTACKING DAMAGED ; Model = UBScudStrm_DA5 ; Animation = UBScudStrm_DA5.UBScudStrm_DA5 ; AnimationMode = LOOP ; Flags = START_FRAME_FIRST ;End ;These assets are missing (KM: removed to get rid of assert) ;ConditionState = REALLYDAMAGED ; Model = UBScudStrm_EA5 ; Animation = UBScudStrm_EA5.UBScudStrm_EA5 ; AnimationMode = MANUAL ; Flags = START_FRAME_FIRST ;End ;These assets are missing (KM: removed to get rid of assert) ;ConditionState = PREATTACK_A ATTACKING REALLYDAMAGED ; Model = UBScudStrm_EA5 ; Animation = UBScudStrm_EA5.UBScudStrm_EA5 ; AnimationMode = LOOP ; Flags = START_FRAME_FIRST ;End ;These assets are missing (KM: removed to get rid of assert) ;ConditionState = ATTACKING REALLYDAMAGED ; Model = UBScudStrm_EA5 ; Animation = UBScudStrm_EA5.UBScudStrm_EA5 ; AnimationMode = LOOP ; Flags = START_FRAME_FIRST ;End End Draw = W3DModelDraw ModuleTag_03 OkToChangeModelColor = Yes ConditionState = None Model = UBScudStrm_A6 Animation = UBScudStrm_A6.UBScudStrm_A6 AnimationMode = LOOP Flags = MAINTAIN_FRAME_ACROSS_STATES End ConditionState = DAMAGED Model = UBScudStrm_DA6 Animation = UBScudStrm_DA6.UBScudStrm_DA6 AnimationMode = LOOP Flags = MAINTAIN_FRAME_ACROSS_STATES End ConditionState = REALLYDAMAGED RUBBLE Model = UBScudStrm_EA6 Animation = UBScudStrm_EA6.UBScudStrm_EA6 AnimationMode = LOOP Flags = MAINTAIN_FRAME_ACROSS_STATES End ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED Model = UBScudStrm_A6 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT End ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED DAMAGED Model = UBScudStrm_DA6 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT End ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED REALLYDAMAGED RUBBLE Model = UBScudStrm_EA6 Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT 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 End Draw = W3DModelDraw ModuleTag_04 OkToChangeModelColor = Yes ConditionState = None Model = UBScudStrm_F Animation = UBScudStrm_F.UBScudStrm_F AnimationMode = LOOP Flags = MAINTAIN_FRAME_ACROSS_STATES End ConditionState = DAMAGED Model = UBScudStrm_DF Animation = UBScudStrm_DF.UBScudStrm_DF AnimationMode = LOOP Flags = MAINTAIN_FRAME_ACROSS_STATES End ConditionState = REALLYDAMAGED RUBBLE Model = UBScudStrm_EF Animation = UBScudStrm_EF.UBScudStrm_EF AnimationMode = LOOP Flags = MAINTAIN_FRAME_ACROSS_STATES End ConditionState = SOLD Model = NONE End AliasConditionState = SOLD DAMAGED AliasConditionState = SOLD REALLYDAMAGED AliasConditionState = SOLD SNOW AliasConditionState = SOLD DAMAGED SNOW AliasConditionState = SOLD REALLYDAMAGED SNOW AliasConditionState = SOLD NIGHT AliasConditionState = SOLD DAMAGED NIGHT AliasConditionState = SOLD REALLYDAMAGED NIGHT AliasConditionState = SOLD NIGHT SNOW AliasConditionState = SOLD DAMAGED NIGHT SNOW AliasConditionState = SOLD REALLYDAMAGED NIGHT SNOW End ; ------------ construction-zone fence ----------------- Draw = W3DModelDraw ModuleTag_05 AnimationsRequirePower = No DefaultConditionState Model = None TransitionKey = DOWN_DEFAULT End ConditionState = NIGHT Model = None TransitionKey = DOWN_DEFAULT End ConditionState = SNOW Model = None TransitionKey = DOWN_DEFAULT End ConditionState = SNOW NIGHT Model = None TransitionKey = DOWN_DEFAULT End ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED Model = UBScudStrm_AB Animation = UBScudStrm_AB.UBScudStrm_AB AnimationMode = MANUAL Flags = START_FRAME_LAST TransitionKey = UP_DAY End ConditionState = NIGHT AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED Model = UBScudStrm_ABN Animation = UBScudStrm_ABN.UBScudStrm_ABN AnimationMode = MANUAL Flags = START_FRAME_LAST TransitionKey = UP_NIGHT End ConditionState = SNOW AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED Model = UBScudStrm_ABS Animation = UBScudStrm_ABS.UBScudStrm_ABS AnimationMode = MANUAL Flags = START_FRAME_LAST TransitionKey = UP_SNOW End ConditionState = SNOW NIGHT AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED Model = UBScudStrm_ABSN Animation = UBScudStrm_ABSN.UBScudStrm_ABSN AnimationMode = MANUAL Flags = START_FRAME_LAST TransitionKey = UP_SNOWNIGHT End TransitionState = DOWN_DEFAULT UP_DAY Model = UBScudStrm_AB Animation = UBScudStrm_AB.UBScudStrm_AB AnimationMode = ONCE AnimationSpeedFactorRange = 1.0 1.0 Flags = START_FRAME_FIRST End TransitionState = DOWN_DEFAULT UP_NIGHT Model = UBScudStrm_ABN Animation = UBScudStrm_ABN.UBScudStrm_ABN AnimationMode = ONCE AnimationSpeedFactorRange = 1.0 1.0 Flags = START_FRAME_FIRST End TransitionState = DOWN_DEFAULT UP_SNOW Model = UBScudStrm_ABS Animation = UBScudStrm_ABS.UBScudStrm_ABS AnimationMode = ONCE AnimationSpeedFactorRange = 1.0 1.0 Flags = START_FRAME_FIRST End TransitionState = DOWN_DEFAULT UP_SNOWNIGHT Model = UBScudStrm_ABSN Animation = UBScudStrm_ABSN.UBScudStrm_ABSN AnimationMode = ONCE AnimationSpeedFactorRange = 1.0 1.0 Flags = START_FRAME_FIRST End TransitionState = UP_DAY DOWN_DEFAULT Model = UBScudStrm_AB Animation = UBScudStrm_AB.UBScudStrm_AB AnimationMode = ONCE_BACKWARDS AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly Flags = START_FRAME_LAST End TransitionState = UP_NIGHT DOWN_DEFAULT Model = UBScudStrm_ABN Animation = UBScudStrm_ABN.UBScudStrm_ABN AnimationMode = ONCE_BACKWARDS AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly Flags = START_FRAME_LAST End TransitionState = UP_SNOW DOWN_DEFAULT Model = UBScudStrm_ABS Animation = UBScudStrm_ABS.UBScudStrm_ABS AnimationMode = ONCE_BACKWARDS AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly Flags = START_FRAME_LAST End TransitionState = UP_SNOWNIGHT DOWN_DEFAULT Model = UBScudStrm_ABSN Animation = UBScudStrm_ABSN.UBScudStrm_ABSN 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_06 AnimationsRequirePower = No MinLODRequired = MEDIUM DefaultConditionState Model = None TransitionKey = DOWN_DEFAULT End ConditionState = NIGHT Model = None TransitionKey = DOWN_DEFAULT End ConditionState = SNOW Model = None TransitionKey = DOWN_DEFAULT End ConditionState = SNOW NIGHT Model = None TransitionKey = DOWN_DEFAULT End ConditionState = PARTIALLY_CONSTRUCTED Model = UBScudStrm_AC Animation = UBScudStrm_AC.UBScudStrm_AC AnimationMode = MANUAL Flags = START_FRAME_LAST TransitionKey = UP_DAY ParticleSysBone = Dust01 BuildingDust ParticleSysBone = Smoke01 BuildUpSmoke ParticleSysBone = Smoke02 BuildUpSmoke ParticleSysBone = Smoke03 BuildUpSmoke ParticleSysBone = Smoke04 BuildUpSmoke End ConditionState = NIGHT PARTIALLY_CONSTRUCTED Model = UBScudStrm_ACN Animation = UBScudStrm_ACN.UBScudStrm_ACN AnimationMode = MANUAL Flags = START_FRAME_LAST TransitionKey = UP_NIGHT ParticleSysBone = Dust01 BuildingDust ParticleSysBone = Smoke01 BuildUpSmoke ParticleSysBone = Smoke02 BuildUpSmoke ParticleSysBone = Smoke03 BuildUpSmoke ParticleSysBone = Smoke04 BuildUpSmoke End ConditionState = SNOW PARTIALLY_CONSTRUCTED Model = UBScudStrm_ACS Animation = UBScudStrm_ACS.UBScudStrm_ACS AnimationMode = MANUAL Flags = START_FRAME_LAST TransitionKey = UP_SNOW ParticleSysBone = Dust01 BuildingSnowDust ParticleSysBone = Smoke01 BuildUpSnowSmoke ParticleSysBone = Smoke02 BuildUpSnowSmoke ParticleSysBone = Smoke03 BuildUpSnowSmoke ParticleSysBone = Smoke04 BuildUpSnowSmoke End ConditionState = SNOW NIGHT PARTIALLY_CONSTRUCTED Model = UBScudStrm_ACSN Animation = UBScudStrm_ACSN.UBScudStrm_ACSN AnimationMode = MANUAL Flags = START_FRAME_LAST TransitionKey = UP_SNOWNIGHT ParticleSysBone = Dust01 BuildingNightSnowDust ParticleSysBone = Smoke01 BuildUpNightSnowSmoke ParticleSysBone = Smoke02 BuildUpNightSnowSmoke ParticleSysBone = Smoke03 BuildUpNightSnowSmoke ParticleSysBone = Smoke04 BuildUpNightSnowSmoke End TransitionState = DOWN_DEFAULT UP_DAY Model = UBScudStrm_AC Animation = UBScudStrm_AC.UBScudStrm_AC AnimationMode = ONCE AnimationSpeedFactorRange = 1.0 1.0 Flags = START_FRAME_FIRST End TransitionState = DOWN_DEFAULT UP_NIGHT Model = UBScudStrm_ACN Animation = UBScudStrm_ACN.UBScudStrm_ACN AnimationMode = ONCE AnimationSpeedFactorRange = 1.0 1.0 Flags = START_FRAME_FIRST End TransitionState = DOWN_DEFAULT UP_SNOW Model = UBScudStrm_ACS Animation = UBScudStrm_ACS.UBScudStrm_ACS AnimationMode = ONCE AnimationSpeedFactorRange = 1.0 1.0 Flags = START_FRAME_FIRST End TransitionState = DOWN_DEFAULT UP_SNOWNIGHT Model = UBScudStrm_ACSN Animation = UBScudStrm_ACSN.UBScudStrm_ACSN AnimationMode = ONCE AnimationSpeedFactorRange = 1.0 1.0 Flags = START_FRAME_FIRST End TransitionState = UP_DAY DOWN_DEFAULT Model = UBScudStrm_AC Animation = UBScudStrm_AC.UBScudStrm_AC AnimationMode = ONCE_BACKWARDS AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly Flags = START_FRAME_LAST End TransitionState = UP_NIGHT DOWN_DEFAULT Model = UBScudStrm_ACN Animation = UBScudStrm_ACN.UBScudStrm_ACN AnimationMode = ONCE_BACKWARDS AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly Flags = START_FRAME_LAST End TransitionState = UP_SNOW DOWN_DEFAULT Model = UBScudStrm_ACS Animation = UBScudStrm_ACS.UBScudStrm_ACS AnimationMode = ONCE_BACKWARDS AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly Flags = START_FRAME_LAST End TransitionState = UP_SNOWNIGHT DOWN_DEFAULT Model = UBScudStrm_ACSN Animation = UBScudStrm_ACSN.UBScudStrm_ACSN 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:ScudStorm Side = GLA EditorSorting = STRUCTURE Prerequisites Object = GLAPalace End BuildCost = 5000 BuildTime = 60.0 ; in seconds EnergyProduction = -5 CommandSet = GLAScudStormCommandSet VisionRange = 200.0 ; Shroud clearing distance ShroudClearingRange = 200 ShroudRevealToAllRange = 60 ; Reveals shroud to all players at a specific amount which can be different. ; Using same value? Then use KINDOF_REVEAL_TO_ALL instead! WeaponSet Conditions = None Weapon = PRIMARY ScudStormWeapon AutoChooseSources = PRIMARY NONE End ArmorSet Conditions = None Armor = StructureArmorTough DamageFX = StructureDamageFXNoShake End ExperienceValue = 400 400 400 400 ; Experience point value at each level MaxSimultaneousOfType = DeterminedBySuperweaponRestriction ; Normally unlimited, but can be selected by players in multiplayer games MaxSimultaneousLinkKey = Superweapon ; Count all superweapons **AND THE GLA SCUD STORM REBUILD HOLE** as one "type" for MaxSimultaneousOfType ; *** AUDIO Parameters *** VoiceSelect = ScudStormSelect 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 POWERED STRUCTURE SELECTABLE IMMOBILE CAPTURABLE FS_TECHNOLOGY MP_COUNT_FOR_VICTORY SCORE_CREATE FS_SUPERWEAPON Body = StructureBody ModuleTag_07 MaxHealth = 4000.0 InitialHealth = 4000.0 ; 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 = 4200 SubdualDamageHealRate = 500 SubdualDamageHealAmount = 100 End Behavior = RebuildHoleExposeDie ModuleTag_08 HoleName = GLAHoleScudStorm HoleMaxHealth = 500.0 End Behavior = AIUpdateInterface ModuleTag_09 End Behavior = OCLSpecialPower ModuleTag_10 SpecialPowerTemplate = SuperweaponScudStorm OCL = SUPERWEAPON_ScudStorm End Behavior = SpecialPowerCreate ModuleTag_11 ;nothing End Behavior = DestroyDie ModuleTag_12 ;nothing End Behavior = CreateObjectDie ModuleTag_13 CreationList = OCL_PoisonFieldMedium ExemptStatus = UNDER_CONSTRUCTION End Behavior = FXListDie ModuleTag_14 DeathFX = WeaponFX_BombTruckHighExplosiveBioBombDetonation ExemptStatus = UNDER_CONSTRUCTION End Behavior = FlammableUpdate ModuleTag_16 AflameDuration = 5000 ; If I catch fire, I'll burn for this long... AflameDamageAmount = 5 ; taking this much damage... AflameDamageDelay = 500 ; this often. End Behavior = RadiusDecalUpdate ModuleTag_17 ; nothing End Behavior = TransitionDamageFX ModuleTag_18 ;-------------DESIGNED FOR MEDIUM SIZED FACTION BUILDING TRANSITIONS------------------- DamagedParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionMediumSmoke ;--------------------------------------------------------------------------------------- ReallyDamagedParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionMediumSmoke ReallyDamagedParticleSystem2 = Bone:None RandomBone:No PSys:StructureTransitionMediumExplosion ReallyDamagedParticleSystem3 = Bone:None RandomBone:No PSys:StructureTransitionMediumShockwave End Behavior = FXListDie ModuleTag_19 DeathFX = FX_BuildingDie End Geometry = BOX GeometryMajorRadius = 71.0 GeometryMinorRadius = 67.0 GeometryHeight = 25.0 GeometryIsSmall = No Shadow = SHADOW_VOLUME BuildCompletion = PLACED_BY_PLAYER End ;------------------------------------------------------------------------------ ObjectReskin GLAHoleScudStorm GLAHole Draw = W3DModelDraw ModuleTag_01 OkToChangeModelColor = Yes ConditionState = NONE Model = UBHole End ConditionState = DAMAGED Model = UBHole_D ParticleSysBone = Smoke01 SteamVent End ConditionState = REALLYDAMAGED RUBBLE Model = UBHole_E ParticleSysBone = Smoke01 SteamVent ParticleSysBone = Smoke02 SteamVent ParticleSysBone = Fire01 GLAPowerPlantFlame ParticleSysBone = Fire02 GLAPowerPlantFlame ParticleSysBone = Fire03 GLAPowerPlantFlame End End ;Remove comments for this section and replace the model entries for the ;pristine, and damage/reallydamaged rubble around the GLA hole below Draw = W3DModelDraw ModuleTag_02 OkToChangeModelColor = Yes ConditionState = NONE Model = UBScudStrm_R End End ; ConditionState = DAMAGED REALLYDAMAGED ; Model = UBScudStrm_R ; End ; End MaxSimultaneousOfType = DeterminedBySuperweaponRestriction ; Normally unlimited, but can be selected by players in multiplayer games MaxSimultaneousLinkKey = Superweapon ; Count all superweapons **AND THE GLA SCUD STORM REBUILD HOLE** as one "type" for MaxSimultaneousOfType End ;------------------------------------------------------------------------------ ;China Neutron Missile, NukeSilo, Nuke Silo Object ChinaNuclearMissileLauncher ; *** ART Parameters *** SelectPortrait = SNNukeMisl_L ButtonImage = SNNukeMisl SelectPortrait = SNNukeMisl_L ButtonImage = SNNukeMisl Draw = W3DModelDraw ModuleTag_01 OkToChangeModelColor = Yes ; day ConditionState = NONE Model = NBNMissle 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 = NBNMissle_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 = NBNMissle_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 End ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED Model = NBNMissle Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT END ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED DAMAGED Model = NBNMissle_D Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT END ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED REALLYDAMAGED RUBBLE Model = NBNMissle_E Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT END ConditionState = DOOR_1_OPENING Model = NBNMissle_A2 Animation = NBNMissle_A2.NBNMissle_A2 AnimationMode = ONCE Flags = MAINTAIN_FRAME_ACROSS_STATES End ConditionState = DOOR_1_WAITING_OPEN Model = NBNMissle_A2 Animation = NBNMissle_A2.NBNMissle_A2 AnimationMode = MANUAL Flags = START_FRAME_LAST PRISTINE_BONE_POS_IN_FINAL_FRAME WeaponLaunchBone = PRIMARY RockPos ParticleSysBone = Steam01 BigMissileSteam ParticleSysBone = Steam02 BigMissileSteam End ConditionState = DOOR_1_WAITING_TO_CLOSE Model = NBNMissle_A3 Animation = NBNMissle_A3.NBNMissle_A3 AnimationMode = MANUAL Flags = START_FRAME_FIRST WeaponLaunchBone = PRIMARY RockPos End ConditionState = DOOR_1_CLOSING Model = NBNMissle_A3 Animation = NBNMissle_A3.NBNMissle_A3 AnimationMode = ONCE Flags = MAINTAIN_FRAME_ACROSS_STATES2 End ConditionState = DOOR_1_OPENING DAMAGED Model = NBNMissle_A2D Animation = NBNMissle_A2D.NBNMissle_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 = NBNMissle_A2D Animation = NBNMissle_A2D.NBNMissle_A2D AnimationMode = MANUAL Flags = START_FRAME_LAST PRISTINE_BONE_POS_IN_FINAL_FRAME WeaponLaunchBone = PRIMARY RockPos 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 = NBNMissle_A3D Animation = NBNMissle_A3D.NBNMissle_A3D AnimationMode = MANUAL Flags = START_FRAME_FIRST WeaponLaunchBone = PRIMARY RockPos 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 = NBNMissle_A3D Animation = NBNMissle_A3D.NBNMissle_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 = NBNMissle_A2E Animation = NBNMissle_A2E.NBNMissle_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 = NBNMissle_A2E Animation = NBNMissle_A2E.NBNMissle_A2E AnimationMode = MANUAL Flags = START_FRAME_LAST PRISTINE_BONE_POS_IN_FINAL_FRAME WeaponLaunchBone = PRIMARY RockPos 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 = NBNMissle_A3E Animation = NBNMissle_A3E.NBNMissle_A3E AnimationMode = MANUAL Flags = START_FRAME_FIRST WeaponLaunchBone = PRIMARY RockPos 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 = NBNMissle_A3E Animation = NBNMissle_A3E.NBNMissle_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 = NBNMissle_N End ConditionState = DAMAGED NIGHT Model = NBNMissle_DN 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 = NBNMissle_EN 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 = NBNMissle_N Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT END ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT DAMAGED Model = NBNMissle_DN Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT END ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT REALLYDAMAGED Model = NBNMissle_EN Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT END ConditionState = DOOR_1_OPENING NIGHT Model = NBNMissle_A2N Animation = NBNMissle_A2N.NBNMissle_A2N AnimationMode = ONCE Flags = MAINTAIN_FRAME_ACROSS_STATES End ConditionState = DOOR_1_WAITING_OPEN NIGHT Model = NBNMissle_A2N Animation = NBNMissle_A2N.NBNMissle_A2N AnimationMode = MANUAL Flags = START_FRAME_LAST PRISTINE_BONE_POS_IN_FINAL_FRAME WeaponLaunchBone = PRIMARY RockPos ParticleSysBone = Steam01 BigMissileSteam ParticleSysBone = Steam02 BigMissileSteam End ConditionState = DOOR_1_WAITING_TO_CLOSE NIGHT Model = NBNMissle_A3N Animation = NBNMissle_A3N.NBNMissle_A3N AnimationMode = MANUAL Flags = START_FRAME_FIRST WeaponLaunchBone = PRIMARY RockPos End ConditionState = DOOR_1_CLOSING NIGHT Model = NBNMissle_A3N Animation = NBNMissle_A3N.NBNMissle_A3N AnimationMode = ONCE Flags = MAINTAIN_FRAME_ACROSS_STATES2 End ConditionState = DOOR_1_OPENING DAMAGED NIGHT Model = NBNMissle_A2DN Animation = NBNMissle_A2DN.NBNMissle_A2DN 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 = NBNMissle_A2DN Animation = NBNMissle_A2DN.NBNMissle_A2DN AnimationMode = MANUAL Flags = START_FRAME_LAST PRISTINE_BONE_POS_IN_FINAL_FRAME WeaponLaunchBone = PRIMARY RockPos 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 = NBNMissle_A3DN Animation = NBNMissle_A3DN.NBNMissle_A3DN AnimationMode = MANUAL Flags = START_FRAME_FIRST WeaponLaunchBone = PRIMARY RockPos 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 = NBNMissle_A3DN Animation = NBNMissle_A3DN.NBNMissle_A3DN 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 = NBNMissle_A2EN Animation = NBNMissle_A2EN.NBNMissle_A2EN 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 = NBNMissle_A2EN Animation = NBNMissle_A2EN.NBNMissle_A2EN AnimationMode = MANUAL Flags = START_FRAME_LAST PRISTINE_BONE_POS_IN_FINAL_FRAME WeaponLaunchBone = PRIMARY RockPos 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 = NBNMissle_A3EN Animation = NBNMissle_A3EN.NBNMissle_A3EN AnimationMode = MANUAL Flags = START_FRAME_FIRST WeaponLaunchBone = PRIMARY RockPos 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 = NBNMissle_A3EN Animation = NBNMissle_A3EN.NBNMissle_A3EN 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 RockPos 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 RockPos 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 RockPos 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 RockPos 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 RockPos ParticleSysBone = Smoke01 SmolderingSmoke ParticleSysBone = Smoke02 SmolderingSmoke ParticleSysBone = Smoke03 SmolderingSmoke ParticleSysBone = Smoke0