~ ExtraPublicBone's
~ ModuleTag's
~ KindOf tags
~ etc.
....do you need? My airport refuses to make vehicles, despite the button being "un-grayed"
Also, my new Dozer doesn't work, I believe this is because of the lack of useful cinematics but I'm just wondering what do you require for a dozer in cinematics?
The INI for the airport is below. (Note: This is with the StanHanger01 Skin)
--Razer
;------------------------------------------------------------------------------
Object EU_DB_Airport
; *** ART Parameters ***
Draw = W3DModelDraw ModuleTag_01
OkToChangeModelColor = Yes
ExtraPublicBone = Runway1Parking1
ExtraPublicBone = Runway1Park1Han
ExtraPublicBone = Runway1Prep1
ExtraPublicBone = RunwayStart1
ExtraPublicBone = RunwayEnd1
; day
ConditionState = NONE
Model = CBTHanger1
End
ConditionState = DAMAGED
Model = CBTHanger1_D
End
ConditionState = REALLYDAMAGED
Model = CBTHanger1_E
End
ConditionState = RUBBLE
Model = CBTHanger1_R
End
; night
ConditionState = NIGHT
Model = CBTHanger1_N
End
ConditionState = DAMAGED NIGHT
Model = CBTHanger1_DN
End
ConditionState = REALLYDAMAGED NIGHT
Model = CBTHanger1_EN
End
ConditionState = RUBBLE NIGHT
Model = CBTHanger1_RN
End
; Snow
ConditionState = SNOW
Model = CBTHanger1_S
End
ConditionState = DAMAGED SNOW
Model = CBTHanger1_DS
End
ConditionState = REALLYDAMAGED SNOW
Model = CBTHanger1_ES
End
ConditionState = RUBBLE SNOW
Model = CBTHanger1_RS
End
; night snow
ConditionState = SNOW NIGHT
Model = CBTHanger1_SN
End
ConditionState = DAMAGED SNOW NIGHT
Model = CBTHanger1_DSN
End
ConditionState = REALLYDAMAGED SNOW NIGHT
Model = CBTHanger1_ESN
End
ConditionState = RUBBLE SNOW NIGHT
Model = CBTHanger1_RSN
End
End
PlacementViewAngle = -45
; ***DESIGN parameters ***
DisplayName = OBJECT:Airfield
Side = EU_D
EditorSorting = STRUCTURE
Prerequisites
; Object = SupW_AmericaSupplyCenter
End
BuildCost = 1000
BuildTime = 30.0 ; in seconds
EnergyProduction = -1
CommandSet = EU_DB_AirportCommandSet
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 FS_AIRFIELD SCORE CAPTURABLE FS_FACTORY MP_COUNT_FOR_VICTORY AUTO_RALLYPOINT
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 = 0
NumCols = 1
HasRunways = No
ApproachHeight = 50
End
Behavior = BaseRegenerateUpdate ModuleTag_13
;No data
End
Behavior = DestroyDie ModuleTag_14
;nothing
End
Behavior = CreateObjectDie ModuleTag_15
CreationList = OCL_ABPowerPlantExplode
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_06
;-------------DESIGNED FOR MEDIUM SIZED CIVILIAN 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
;--------------------------------------------------------------------------------------
RubbleParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionMediumSmoke
RubbleParticleSystem2 = Bone:None RandomBone:No PSys:StructureTransitionMediumExplosion
RubbleParticleSystem3 = Bone:None RandomBone:No PSys:StructureTransitionMediumShockwave
RubbleParticleSystem4 = Bone:None RandomBone:No PSys:StructureTransitionMediumFlare
End
Behavior = FXListDie ModuleTag_07
DeathFX = FX_BuildingDie
End
Geometry = BOX
GeometryMajorRadius = 48.0
GeometryMinorRadius = 23.0
GeometryHeight = 20.0
GeometryIsSmall = No
Shadow = SHADOW_VOLUME
End