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zero hour fire base --> generals?


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#1 mgbroome

mgbroome
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  • Location:United States
  • Projects:WW2 mod of original Command and Conquer Generals

Posted 02 November 2007 - 03:18 PM

can anyone show me how to take the fire base from zero hour and put it into the original generals game? i am also trying to take the square garrisons around it off, and maybe put it on 2 wheels. im trying to make it look like a ww2 long range artillery gun.


any help would be appreciated. thanks, mike :xcahik_:

#2 beng

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Posted 24 June 2008 - 12:43 AM

Best thing would be to edit the model in Gmax and delete the bits you don't want and add the wheels

I am not good at 3D modelling in Gmax so i don't bother with that much in my mods. I just add different models into the same object and hidesubobject the bits i don't want, like the method used to put the gunner on the technical.

See for example the nuke general's gattling cannon base defences in this ZH mod:
http://commandandcon...Zero_Hour;88712

i hid the firebase garrison bit and added the base from a patriot battery, you can see it in the first screenshot in the above link

Note that the firebase uses different bone names for it's damaged state models, which is rather annoying.

Here is the draw module from that object, which hides the garrison base things:

Draw				   = W3DModelDraw ModuleTag_01;turret
	IgnoreConditionStates = NIGHT
	OkToChangeModelColor = Yes

	DefaultConditionState
	  Model			 = ABFIREBASE
	  HideSubObject	 = BARBY FIREBASE
	  ShowSubObject	 = AN_BLOCK HOUSECOLOR01 TURRET01 TURRETEL BARREL01 HOUSECOLOR03 DOOR01 DOOR02
	  Turret			= TURRET01
	  TurretPitch	   = TURRETEL

	  WeaponMuzzleFlash = PRIMARY MuzzleFX
	  WeaponRecoilBone  = PRIMARY Barrel
	  WeaponLaunchBone  = PRIMARY MUZZLE01
	  WeaponFireFXBone  = PRIMARY MUZZLE01

	  WeaponMuzzleFlash = SECONDARY MuzzleFX
	  WeaponRecoilBone  = SECONDARY Barrel
	  WeaponLaunchBone  = SECONDARY MUZZLE01
	  WeaponFireFXBone  = SECONDARY MUZZLE01

	  WeaponMuzzleFlash = TERTIARY MuzzleFX
	  WeaponRecoilBone  = TERTIARY Barrel
	  WeaponLaunchBone  = TERTIARY MUZZLE01
	  WeaponFireFXBone  = TERTIARY MUZZLE01
	End

	ConditionState	  = DAMAGED
	  Model			 = ABFIREBASE_D
	  Turret			= TURRET01
	  TurretPitch	   = TURRETEL
	End
	AliasConditionState  = REALLYDAMAGED
 ;ConditionState	  = REALLYDAMAGED
 ;  Model			 = ABFIREBASE_E
 ;  HideSubObject	 = BARBY3 FIREBASE3 TURRET01 AN_BLOCK;MuzzleFX01
 ;  ShowSubObject	 = TURRET01 DOOR01 DOOR02 AN_BLOCK HOUSECOLOR013 TURRETEL BARREL01 HOUSECOLOR033
 ;  Turret			= TURRET01
 ;  TurretPitch	   = TURRETEL
 ;End

	ConditionState	  = SNOW
	  Model			 = ABFIREBASE_S
	  Turret			= TURRET01
	  TurretPitch	   = TURRETEL
	End

	ConditionState	  = DAMAGED SNOW
	  Model			 = ABFIREBASE_DS
	  Turret			= TURRET01
	  TurretPitch	   = TURRETEL
	End
	AliasConditionState  = REALLYDAMAGED SNOW
 ;ConditionState	  = REALLYDAMAGED SNOW
 ;  Model			 = ABFIREBASE_ES
 ;  HideSubObject	 = BARBY3 FIREBASE3 TURRET01 AN_BLOCK;MuzzleFX01
 ;  ShowSubObject	 = TURRET01 DOOR01 DOOR02 AN_BLOCK HOUSECOLOR013 TURRETEL BARREL01 HOUSECOLOR033
 ;  Turret			= TURRET01
 ;  TurretPitch	   = TURRETEL
 ;End

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

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

	ConditionState	   = PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED
	  Model			  = ABFIREBASE
	  Flags			  = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT
	End

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

	ConditionState	   = PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED DAMAGED
	  Model			  = ABFIREBASE_D
	  Flags			  = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT
	End
	AliasConditionState  = PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED REALLYDAMAGED

	ConditionState	   = PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED DAMAGED SNOW
	  Model			  = ABFIREBASE_DS
	  Flags			  = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT
	End
	AliasConditionState  = PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED REALLYDAMAGED SNOW

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

Edited by beng, 24 June 2008 - 03:51 AM.


#3 beng

beng
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Posted 09 July 2008 - 04:59 AM

I have managed to fix the reallydamaged state by doing away with DefaultConditionState so it does not inherit default settings (as the _E model uses different bone names). Here is the draw module code to work with DeployStyleAIUpdate (see nuke cannon):

Draw = W3DModelDraw ModuleTag_01;turret
	IgnoreConditionStates = NIGHT MOVING PREATTACK_A FIRING_A BETWEEN_FIRING_SHOTS_A RELOADING_A PREATTACK_B FIRING_B BETWEEN_FIRING_SHOTS_B RELOADING_B PREATTACK_C FIRING_C BETWEEN_FIRING_SHOTS_C RELOADING_C
	OkToChangeModelColor = Yes
   ;InitialRecoilSpeed = 120
   ;MaxRecoilDistance  = 8
   ;RecoilSettleSpeed  = 6
   ;RecoilDamping = 0.95

   ;---------Packed up state for moving-------------

	ConditionState = NONE
	  Model			 = ABFIREBASE
	  Turret			= TURRET01
	  TurretPitch	   = TURRETEL
	  HideSubObject	 = BARBY FIREBASE;MUZZLEFX01
	  ShowSubObject	 = AN_BLOCK HOUSECOLOR01 TURRET01 TURRETEL BARREL01 HOUSECOLOR03 DOOR01 DOOR02

	  Animation		 = ABFIREBASE.ABFIREBASE
	  AnimationMode	 = ONCE
	  Flags			 = START_FRAME_LAST

	  WeaponMuzzleFlash = PRIMARY MuzzleFX
	  WeaponRecoilBone  = PRIMARY Barrel
	  WeaponLaunchBone  = PRIMARY MUZZLE01
	  WeaponFireFXBone  = PRIMARY MUZZLE01

	  WeaponMuzzleFlash = SECONDARY MuzzleFX
	  WeaponRecoilBone  = SECONDARY Barrel
	  WeaponLaunchBone  = SECONDARY MUZZLE01
	  WeaponFireFXBone  = SECONDARY MUZZLE01

	  WeaponMuzzleFlash = TERTIARY MuzzleFX
	  WeaponRecoilBone  = TERTIARY Barrel
	  WeaponLaunchBone  = TERTIARY MUZZLE01
	  WeaponFireFXBone  = TERTIARY MUZZLE01
	End


	ConditionState	  = DAMAGED
	  Model			 = ABFIREBASE_D
	  Turret			= TURRET01
	  TurretPitch	   = TURRETEL
	  HideSubObject	 = BARBY FIREBASE;MUZZLEFX01
	  ShowSubObject	 = AN_BLOCK HOUSECOLOR01 TURRET01 TURRETEL BARREL01 HOUSECOLOR03 DOOR01 DOOR02

	  Animation		 = ABFIREBASE_D.ABFIREBASE_D
	  AnimationMode	 = ONCE
	  Flags			 = START_FRAME_LAST

	  WeaponMuzzleFlash = PRIMARY MuzzleFX
	  WeaponRecoilBone  = PRIMARY Barrel
	  WeaponLaunchBone  = PRIMARY MUZZLE01
	  WeaponFireFXBone  = PRIMARY MUZZLE01
	  WeaponMuzzleFlash = SECONDARY MuzzleFX
	  WeaponRecoilBone  = SECONDARY Barrel
	  WeaponLaunchBone  = SECONDARY MUZZLE01
	  WeaponFireFXBone  = SECONDARY MUZZLE01
	  WeaponMuzzleFlash = TERTIARY MuzzleFX
	  WeaponRecoilBone  = TERTIARY Barrel
	  WeaponLaunchBone  = TERTIARY MUZZLE01
	  WeaponFireFXBone  = TERTIARY MUZZLE01
	End


	ConditionState	  = REALLYDAMAGED
	  Model			 = ABFIREBASE_E
	  Turret			= TURRET01
	  TurretPitch	   = TURRETEL
	  HideSubObject	 = BARBY3 FIREBASE3;MuzzleFX01
	  ShowSubObject	 = AN_BLOCK HOUSECOLOR013 TURRET01 TURRETEL BARREL01 HOUSECOLOR033 DOOR01 DOOR02

	  Animation		 = ABFIREBASE_E.ABFIREBASE_E
	  AnimationMode	 = ONCE
	  Flags			 = START_FRAME_LAST

	  WeaponMuzzleFlash = PRIMARY MuzzleFX
	  WeaponRecoilBone  = PRIMARY Barrel
	  WeaponLaunchBone  = PRIMARY MUZZLE01
	  WeaponFireFXBone  = PRIMARY MUZZLE01
	  WeaponMuzzleFlash = SECONDARY MuzzleFX
	  WeaponRecoilBone  = SECONDARY Barrel
	  WeaponLaunchBone  = SECONDARY MUZZLE01
	  WeaponFireFXBone  = SECONDARY MUZZLE01
	  WeaponMuzzleFlash = TERTIARY MuzzleFX
	  WeaponRecoilBone  = TERTIARY Barrel
	  WeaponLaunchBone  = TERTIARY MUZZLE01
	  WeaponFireFXBone  = TERTIARY MUZZLE01
	End
	AliasConditionState = RUBBLE


	ConditionState	  = SNOW
	  Model			 = ABFIREBASE_S
	  Turret			= TURRET01
	  TurretPitch	   = TURRETEL
	  HideSubObject	 = BARBY FIREBASE;MUZZLEFX01
	  ShowSubObject	 = AN_BLOCK HOUSECOLOR01 TURRET01 TURRETEL BARREL01 HOUSECOLOR03 DOOR01 DOOR02

	  Animation		 = ABFIREBASE_S.ABFIREBASE_S
	  AnimationMode	 = ONCE
	  Flags			 = START_FRAME_LAST

	  WeaponMuzzleFlash = PRIMARY MuzzleFX
	  WeaponRecoilBone  = PRIMARY Barrel
	  WeaponLaunchBone  = PRIMARY MUZZLE01
	  WeaponFireFXBone  = PRIMARY MUZZLE01
	  WeaponMuzzleFlash = SECONDARY MuzzleFX
	  WeaponRecoilBone  = SECONDARY Barrel
	  WeaponLaunchBone  = SECONDARY MUZZLE01
	  WeaponFireFXBone  = SECONDARY MUZZLE01
	  WeaponMuzzleFlash = TERTIARY MuzzleFX
	  WeaponRecoilBone  = TERTIARY Barrel
	  WeaponLaunchBone  = TERTIARY MUZZLE01
	  WeaponFireFXBone  = TERTIARY MUZZLE01
	End


	ConditionState	  = DAMAGED SNOW
	  Model			 = ABFIREBASE_DS
	  Turret			= TURRET01
	  TurretPitch	   = TURRETEL
	  HideSubObject	 = BARBY FIREBASE;MUZZLEFX01
	  ShowSubObject	 = AN_BLOCK HOUSECOLOR01 TURRET01 TURRETEL BARREL01 HOUSECOLOR03 DOOR01 DOOR02

	  Animation		 = ABFIREBASE_DS.ABFIREBASE_DS
	  AnimationMode	 = ONCE
	  Flags			 = START_FRAME_LAST

	  WeaponMuzzleFlash = PRIMARY MuzzleFX
	  WeaponRecoilBone  = PRIMARY Barrel
	  WeaponLaunchBone  = PRIMARY MUZZLE01
	  WeaponFireFXBone  = PRIMARY MUZZLE01
	  WeaponMuzzleFlash = SECONDARY MuzzleFX
	  WeaponRecoilBone  = SECONDARY Barrel
	  WeaponLaunchBone  = SECONDARY MUZZLE01
	  WeaponFireFXBone  = SECONDARY MUZZLE01
	  WeaponMuzzleFlash = TERTIARY MuzzleFX
	  WeaponRecoilBone  = TERTIARY Barrel
	  WeaponLaunchBone  = TERTIARY MUZZLE01
	  WeaponFireFXBone  = TERTIARY MUZZLE01
	End


	ConditionState	  = REALLYDAMAGED SNOW
	  Model			 = ABFIREBASE_ES
	  Turret			= TURRET01
	  TurretPitch	   = TURRETEL
	  HideSubObject	 = BARBY3 FIREBASE3;MuzzleFX01
	  ShowSubObject	 = AN_BLOCK HOUSECOLOR013 TURRET01 TURRETEL BARREL01 HOUSECOLOR033 DOOR01 DOOR02

	  Animation		 = ABFIREBASE_ES.ABFIREBASE_ES
	  AnimationMode	 = ONCE
	  Flags			 = START_FRAME_LAST

	  WeaponMuzzleFlash = PRIMARY MuzzleFX
	  WeaponRecoilBone  = PRIMARY Barrel
	  WeaponLaunchBone  = PRIMARY MUZZLE01
	  WeaponFireFXBone  = PRIMARY MUZZLE01
	  WeaponMuzzleFlash = SECONDARY MuzzleFX
	  WeaponRecoilBone  = SECONDARY Barrel
	  WeaponLaunchBone  = SECONDARY MUZZLE01
	  WeaponFireFXBone  = SECONDARY MUZZLE01
	  WeaponMuzzleFlash = TERTIARY MuzzleFX
	  WeaponRecoilBone  = TERTIARY Barrel
	  WeaponLaunchBone  = TERTIARY MUZZLE01
	  WeaponFireFXBone  = TERTIARY MUZZLE01
	End
	AliasConditionState = RUBBLE SNOW



   ;--------*** DEPLOYED STATE -- ready to fire ***----------

	ConditionState	  = DEPLOYED
	  Model			 = ABFIREBASE
	  Turret			= TURRET01
	  TurretPitch	   = TURRETEL
	  HideSubObject	 = BARBY FIREBASE;MUZZLEFX01
	  ShowSubObject	 = AN_BLOCK HOUSECOLOR01 TURRET01 TURRETEL BARREL01 HOUSECOLOR03 DOOR01 DOOR02

	  Animation	   = ABFIREBASE.ABFIREBASE
	  AnimationMode   = MANUAL
	  Flags		   = MAINTAIN_FRAME_ACROSS_STATES

	  WeaponMuzzleFlash = PRIMARY MuzzleFX
	  WeaponRecoilBone  = PRIMARY Barrel
	  WeaponLaunchBone  = PRIMARY MUZZLE01
	  WeaponFireFXBone  = PRIMARY MUZZLE01
	  WeaponMuzzleFlash = SECONDARY MuzzleFX
	  WeaponRecoilBone  = SECONDARY Barrel
	  WeaponLaunchBone  = SECONDARY MUZZLE01
	  WeaponFireFXBone  = SECONDARY MUZZLE01
	  WeaponMuzzleFlash = TERTIARY MuzzleFX
	  WeaponRecoilBone  = TERTIARY Barrel
	  WeaponLaunchBone  = TERTIARY MUZZLE01
	  WeaponFireFXBone  = TERTIARY MUZZLE01
	End


	ConditionState	  = DEPLOYED DAMAGED
	  Model			 = ABFIREBASE_D
	  Turret			= TURRET01
	  TurretPitch	   = TURRETEL
	  HideSubObject	 = BARBY FIREBASE;MUZZLEFX01
	  ShowSubObject	 = AN_BLOCK HOUSECOLOR01 TURRET01 TURRETEL BARREL01 HOUSECOLOR03 DOOR01 DOOR02

	  Animation	   = ABFIREBASE_D.ABFIREBASE_D
	  AnimationMode   = MANUAL
	  Flags		   = MAINTAIN_FRAME_ACROSS_STATES

	  WeaponMuzzleFlash = PRIMARY MuzzleFX
	  WeaponRecoilBone  = PRIMARY Barrel
	  WeaponLaunchBone  = PRIMARY MUZZLE01
	  WeaponFireFXBone  = PRIMARY MUZZLE01
	  WeaponMuzzleFlash = SECONDARY MuzzleFX
	  WeaponRecoilBone  = SECONDARY Barrel
	  WeaponLaunchBone  = SECONDARY MUZZLE01
	  WeaponFireFXBone  = SECONDARY MUZZLE01
	  WeaponMuzzleFlash = TERTIARY MuzzleFX
	  WeaponRecoilBone  = TERTIARY Barrel
	  WeaponLaunchBone  = TERTIARY MUZZLE01
	  WeaponFireFXBone  = TERTIARY MUZZLE01
	End


	ConditionState	  = DEPLOYED REALLYDAMAGED
	  Model			 = ABFIREBASE_E
	  Turret			= TURRET01
	  TurretPitch	   = TURRETEL
	  HideSubObject	 = BARBY3 FIREBASE3;MuzzleFX01
	  ShowSubObject	 = AN_BLOCK HOUSECOLOR013 TURRET01 TURRETEL BARREL01 HOUSECOLOR033 DOOR01 DOOR02

	  Animation	   = ABFIREBASE_E.ABFIREBASE_E
	  AnimationMode   = MANUAL
	  Flags		   = MAINTAIN_FRAME_ACROSS_STATES

	  WeaponMuzzleFlash = PRIMARY MuzzleFX
	  WeaponRecoilBone  = PRIMARY Barrel
	  WeaponLaunchBone  = PRIMARY MUZZLE01
	  WeaponFireFXBone  = PRIMARY MUZZLE01
	  WeaponMuzzleFlash = SECONDARY MuzzleFX
	  WeaponRecoilBone  = SECONDARY Barrel
	  WeaponLaunchBone  = SECONDARY MUZZLE01
	  WeaponFireFXBone  = SECONDARY MUZZLE01
	  WeaponMuzzleFlash = TERTIARY MuzzleFX
	  WeaponRecoilBone  = TERTIARY Barrel
	  WeaponLaunchBone  = TERTIARY MUZZLE01
	  WeaponFireFXBone  = TERTIARY MUZZLE01
	End
	AliasConditionState = DEPLOYED RUBBLE



	ConditionState	  = DEPLOYED SNOW
	  Model			 = ABFIREBASE_S
	  Turret			= TURRET01
	  TurretPitch	   = TURRETEL
	  HideSubObject	 = BARBY FIREBASE;MUZZLEFX01
	  ShowSubObject	 = AN_BLOCK HOUSECOLOR01 TURRET01 TURRETEL BARREL01 HOUSECOLOR03 DOOR01 DOOR02

	  Animation	   = ABFIREBASE_S.ABFIREBASE_S
	  AnimationMode   = MANUAL
	  Flags		   = MAINTAIN_FRAME_ACROSS_STATES

	  WeaponMuzzleFlash = PRIMARY MuzzleFX
	  WeaponRecoilBone  = PRIMARY Barrel
	  WeaponLaunchBone  = PRIMARY MUZZLE01
	  WeaponFireFXBone  = PRIMARY MUZZLE01
	  WeaponMuzzleFlash = SECONDARY MuzzleFX
	  WeaponRecoilBone  = SECONDARY Barrel
	  WeaponLaunchBone  = SECONDARY MUZZLE01
	  WeaponFireFXBone  = SECONDARY MUZZLE01
	  WeaponMuzzleFlash = TERTIARY MuzzleFX
	  WeaponRecoilBone  = TERTIARY Barrel
	  WeaponLaunchBone  = TERTIARY MUZZLE01
	  WeaponFireFXBone  = TERTIARY MUZZLE01
	End


	ConditionState	  = DEPLOYED DAMAGED SNOW
	  Model			 = ABFIREBASE_DS
	  Turret			= TURRET01
	  TurretPitch	   = TURRETEL
	  HideSubObject	 = BARBY FIREBASE;MUZZLEFX01
	  ShowSubObject	 = AN_BLOCK HOUSECOLOR01 TURRET01 TURRETEL BARREL01 HOUSECOLOR03 DOOR01 DOOR02

	  Animation	   = ABFIREBASE_DS.ABFIREBASE_DS
	  AnimationMode   = MANUAL
	  Flags		   = MAINTAIN_FRAME_ACROSS_STATES

	  WeaponMuzzleFlash = PRIMARY MuzzleFX
	  WeaponRecoilBone  = PRIMARY Barrel
	  WeaponLaunchBone  = PRIMARY MUZZLE01
	  WeaponFireFXBone  = PRIMARY MUZZLE01
	  WeaponMuzzleFlash = SECONDARY MuzzleFX
	  WeaponRecoilBone  = SECONDARY Barrel
	  WeaponLaunchBone  = SECONDARY MUZZLE01
	  WeaponFireFXBone  = SECONDARY MUZZLE01
	  WeaponMuzzleFlash = TERTIARY MuzzleFX
	  WeaponRecoilBone  = TERTIARY Barrel
	  WeaponLaunchBone  = TERTIARY MUZZLE01
	  WeaponFireFXBone  = TERTIARY MUZZLE01
	End


	ConditionState	  = DEPLOYED REALLYDAMAGED SNOW
	  Model			 = ABFIREBASE_ES
	  Turret			= TURRET01
	  TurretPitch	   = TURRETEL
	  HideSubObject	 = BARBY3 FIREBASE3;MuzzleFX01
	  ShowSubObject	 = AN_BLOCK HOUSECOLOR013 TURRET01 TURRETEL BARREL01 HOUSECOLOR033 DOOR01 DOOR02

	  Animation	   = ABFIREBASE_ES.ABFIREBASE_ES
	  AnimationMode   = MANUAL
	  Flags		   = MAINTAIN_FRAME_ACROSS_STATES

	  WeaponMuzzleFlash = PRIMARY MuzzleFX
	  WeaponRecoilBone  = PRIMARY Barrel
	  WeaponLaunchBone  = PRIMARY MUZZLE01
	  WeaponFireFXBone  = PRIMARY MUZZLE01
	  WeaponMuzzleFlash = SECONDARY MuzzleFX
	  WeaponRecoilBone  = SECONDARY Barrel
	  WeaponLaunchBone  = SECONDARY MUZZLE01
	  WeaponFireFXBone  = SECONDARY MUZZLE01
	  WeaponMuzzleFlash = TERTIARY MuzzleFX
	  WeaponRecoilBone  = TERTIARY Barrel
	  WeaponLaunchBone  = TERTIARY MUZZLE01
	  WeaponFireFXBone  = TERTIARY MUZZLE01
	End
	AliasConditionState = DEPLOYED RUBBLE SNOW



   ;----------*** UNPACKING STATE  -- preparing to fire ***-------------

	ConditionState	  = UNPACKING
	  Model			 = ABFIREBASE
	  Turret			= TURRET01
	  TurretPitch	   = TURRETEL
	  HideSubObject	 = BARBY FIREBASE;MUZZLEFX01
	  ShowSubObject	 = AN_BLOCK HOUSECOLOR01 TURRET01 TURRETEL BARREL01 HOUSECOLOR03 DOOR01 DOOR02

	  Animation	   = ABFIREBASE.ABFIREBASE
	  AnimationMode   = ONCE_BACKWARDS
	  Flags		   = START_FRAME_LAST;PRISTINE_BONE_POS_IN_FINAL_FRAME

	  WeaponMuzzleFlash = PRIMARY MuzzleFX
	  WeaponRecoilBone  = PRIMARY Barrel
	  WeaponLaunchBone  = PRIMARY MUZZLE01
	  WeaponFireFXBone  = PRIMARY MUZZLE01
	  WeaponMuzzleFlash = SECONDARY MuzzleFX
	  WeaponRecoilBone  = SECONDARY Barrel
	  WeaponLaunchBone  = SECONDARY MUZZLE01
	  WeaponFireFXBone  = SECONDARY MUZZLE01
	  WeaponMuzzleFlash = TERTIARY MuzzleFX
	  WeaponRecoilBone  = TERTIARY Barrel
	  WeaponLaunchBone  = TERTIARY MUZZLE01
	  WeaponFireFXBone  = TERTIARY MUZZLE01
	End


	ConditionState	  = UNPACKING DAMAGED
	  Model			 = ABFIREBASE_D
	  Turret			= TURRET01
	  TurretPitch	   = TURRETEL
	  HideSubObject	 = BARBY FIREBASE;MUZZLEFX01
	  ShowSubObject	 = AN_BLOCK HOUSECOLOR01 TURRET01 TURRETEL BARREL01 HOUSECOLOR03 DOOR01 DOOR02

	  Animation	   = ABFIREBASE_D.ABFIREBASE_D
	  AnimationMode   = ONCE_BACKWARDS
	  Flags		   = START_FRAME_LAST

	  WeaponMuzzleFlash = PRIMARY MuzzleFX
	  WeaponRecoilBone  = PRIMARY Barrel
	  WeaponLaunchBone  = PRIMARY MUZZLE01
	  WeaponFireFXBone  = PRIMARY MUZZLE01
	  WeaponMuzzleFlash = SECONDARY MuzzleFX
	  WeaponRecoilBone  = SECONDARY Barrel
	  WeaponLaunchBone  = SECONDARY MUZZLE01
	  WeaponFireFXBone  = SECONDARY MUZZLE01
	  WeaponMuzzleFlash = TERTIARY MuzzleFX
	  WeaponRecoilBone  = TERTIARY Barrel
	  WeaponLaunchBone  = TERTIARY MUZZLE01
	  WeaponFireFXBone  = TERTIARY MUZZLE01
	End


	ConditionState	  = UNPACKING REALLYDAMAGED
	  Model			 = ABFIREBASE_E
	  Turret			= TURRET01
	  TurretPitch	   = TURRETEL
	  HideSubObject	 = BARBY3 FIREBASE3;MuzzleFX01
	  ShowSubObject	 = AN_BLOCK HOUSECOLOR013 TURRET01 TURRETEL BARREL01 HOUSECOLOR033 DOOR01 DOOR02

	  Animation	   = ABFIREBASE_E.ABFIREBASE_E
	  AnimationMode   = ONCE_BACKWARDS
	  Flags		   = START_FRAME_LAST

	  WeaponMuzzleFlash = PRIMARY MuzzleFX
	  WeaponRecoilBone  = PRIMARY Barrel
	  WeaponLaunchBone  = PRIMARY MUZZLE01
	  WeaponFireFXBone  = PRIMARY MUZZLE01
	  WeaponMuzzleFlash = SECONDARY MuzzleFX
	  WeaponRecoilBone  = SECONDARY Barrel
	  WeaponLaunchBone  = SECONDARY MUZZLE01
	  WeaponFireFXBone  = SECONDARY MUZZLE01
	  WeaponMuzzleFlash = TERTIARY MuzzleFX
	  WeaponRecoilBone  = TERTIARY Barrel
	  WeaponLaunchBone  = TERTIARY MUZZLE01
	  WeaponFireFXBone  = TERTIARY MUZZLE01
	End
	AliasConditionState = UNPACKING RUBBLE


	ConditionState	  = UNPACKING SNOW
	  Model			 = ABFIREBASE_S
	  Turret			= TURRET01
	  TurretPitch	   = TURRETEL
	  HideSubObject	 = BARBY FIREBASE;MUZZLEFX01
	  ShowSubObject	 = AN_BLOCK HOUSECOLOR01 TURRET01 TURRETEL BARREL01 HOUSECOLOR03 DOOR01 DOOR02

	  Animation	   = ABFIREBASE_S.ABFIREBASE_S
	  AnimationMode   = ONCE_BACKWARDS
	  Flags		   = START_FRAME_LAST

	  WeaponMuzzleFlash = PRIMARY MuzzleFX
	  WeaponRecoilBone  = PRIMARY Barrel
	  WeaponLaunchBone  = PRIMARY MUZZLE01
	  WeaponFireFXBone  = PRIMARY MUZZLE01
	  WeaponMuzzleFlash = SECONDARY MuzzleFX
	  WeaponRecoilBone  = SECONDARY Barrel
	  WeaponLaunchBone  = SECONDARY MUZZLE01
	  WeaponFireFXBone  = SECONDARY MUZZLE01
	  WeaponMuzzleFlash = TERTIARY MuzzleFX
	  WeaponRecoilBone  = TERTIARY Barrel
	  WeaponLaunchBone  = TERTIARY MUZZLE01
	  WeaponFireFXBone  = TERTIARY MUZZLE01
	End

	ConditionState	  = UNPACKING DAMAGED SNOW
	  Model			 = ABFIREBASE_DS
	  Turret			= TURRET01
	  TurretPitch	   = TURRETEL
	  HideSubObject	 = BARBY FIREBASE;MUZZLEFX01
	  ShowSubObject	 = AN_BLOCK HOUSECOLOR01 TURRET01 TURRETEL BARREL01 HOUSECOLOR03 DOOR01 DOOR02

	  Animation	   = ABFIREBASE_DS.ABFIREBASE_DS
	  AnimationMode   = ONCE_BACKWARDS
	  Flags		   = START_FRAME_LAST

	  WeaponMuzzleFlash = PRIMARY MuzzleFX
	  WeaponRecoilBone  = PRIMARY Barrel
	  WeaponLaunchBone  = PRIMARY MUZZLE01
	  WeaponFireFXBone  = PRIMARY MUZZLE01
	  WeaponMuzzleFlash = SECONDARY MuzzleFX
	  WeaponRecoilBone  = SECONDARY Barrel
	  WeaponLaunchBone  = SECONDARY MUZZLE01
	  WeaponFireFXBone  = SECONDARY MUZZLE01
	  WeaponMuzzleFlash = TERTIARY MuzzleFX
	  WeaponRecoilBone  = TERTIARY Barrel
	  WeaponLaunchBone  = TERTIARY MUZZLE01
	  WeaponFireFXBone  = TERTIARY MUZZLE01
	End

	ConditionState	  = UNPACKING REALLYDAMAGED SNOW
	  Model			 = ABFIREBASE_ES
	  Turret			= TURRET01
	  TurretPitch	   = TURRETEL
	  HideSubObject	 = BARBY3 FIREBASE3;MuzzleFX01
	  ShowSubObject	 = AN_BLOCK HOUSECOLOR013 TURRET01 TURRETEL BARREL01 HOUSECOLOR033 DOOR01 DOOR02

	  Animation	   = ABFIREBASE_ES.ABFIREBASE_ES
	  AnimationMode   = ONCE_BACKWARDS
	  Flags		   = START_FRAME_LAST

	  WeaponMuzzleFlash = PRIMARY MuzzleFX
	  WeaponRecoilBone  = PRIMARY Barrel
	  WeaponLaunchBone  = PRIMARY MUZZLE01
	  WeaponFireFXBone  = PRIMARY MUZZLE01
	  WeaponMuzzleFlash = SECONDARY MuzzleFX
	  WeaponRecoilBone  = SECONDARY Barrel
	  WeaponLaunchBone  = SECONDARY MUZZLE01
	  WeaponFireFXBone  = SECONDARY MUZZLE01
	  WeaponMuzzleFlash = TERTIARY MuzzleFX
	  WeaponRecoilBone  = TERTIARY Barrel
	  WeaponLaunchBone  = TERTIARY MUZZLE01
	  WeaponFireFXBone  = TERTIARY MUZZLE01
	End
	AliasConditionState = UNPACKING RUBBLE SNOW



   ;-----------*** PACKING STATE -- preparing to move ***--------------

	ConditionState	  = PACKING
	  Model			 = ABFIREBASE
	  Turret			= TURRET01
	  TurretPitch	   = TURRETEL
	  HideSubObject	 = BARBY FIREBASE;MUZZLEFX01
	  ShowSubObject	 = AN_BLOCK HOUSECOLOR01 TURRET01 TURRETEL BARREL01 HOUSECOLOR03 DOOR01 DOOR02

	  Animation	   = ABFIREBASE.ABFIREBASE
	  AnimationMode   = ONCE
	  Flags		   = START_FRAME_FIRST

	  WeaponMuzzleFlash = PRIMARY MuzzleFX
	  WeaponRecoilBone  = PRIMARY Barrel
	  WeaponLaunchBone  = PRIMARY MUZZLE01
	  WeaponFireFXBone  = PRIMARY MUZZLE01
	  WeaponMuzzleFlash = SECONDARY MuzzleFX
	  WeaponRecoilBone  = SECONDARY Barrel
	  WeaponLaunchBone  = SECONDARY MUZZLE01
	  WeaponFireFXBone  = SECONDARY MUZZLE01
	  WeaponMuzzleFlash = TERTIARY MuzzleFX
	  WeaponRecoilBone  = TERTIARY Barrel
	  WeaponLaunchBone  = TERTIARY MUZZLE01
	  WeaponFireFXBone  = TERTIARY MUZZLE01
	End

	ConditionState	  = PACKING DAMAGED
	  Model			 = ABFIREBASE_D
	  Turret			= TURRET01
	  TurretPitch	   = TURRETEL
	  HideSubObject	 = BARBY FIREBASE;MUZZLEFX01
	  ShowSubObject	 = AN_BLOCK HOUSECOLOR01 TURRET01 TURRETEL BARREL01 HOUSECOLOR03 DOOR01 DOOR02

	  Animation	   = ABFIREBASE_D.ABFIREBASE_D
	  AnimationMode   = ONCE
	  Flags		   = START_FRAME_FIRST

	  WeaponMuzzleFlash = PRIMARY MuzzleFX
	  WeaponRecoilBone  = PRIMARY Barrel
	  WeaponLaunchBone  = PRIMARY MUZZLE01
	  WeaponFireFXBone  = PRIMARY MUZZLE01
	  WeaponMuzzleFlash = SECONDARY MuzzleFX
	  WeaponRecoilBone  = SECONDARY Barrel
	  WeaponLaunchBone  = SECONDARY MUZZLE01
	  WeaponFireFXBone  = SECONDARY MUZZLE01
	  WeaponMuzzleFlash = TERTIARY MuzzleFX
	  WeaponRecoilBone  = TERTIARY Barrel
	  WeaponLaunchBone  = TERTIARY MUZZLE01
	  WeaponFireFXBone  = TERTIARY MUZZLE01
	End


	ConditionState	  = PACKING REALLYDAMAGED
	  Model			 = ABFIREBASE_E
	  Turret			= TURRET01
	  TurretPitch	   = TURRETEL
	  HideSubObject	 = BARBY3 FIREBASE3;MuzzleFX01
	  ShowSubObject	 = AN_BLOCK HOUSECOLOR013 TURRET01 TURRETEL BARREL01 HOUSECOLOR033 DOOR01 DOOR02

	  Animation	   = ABFIREBASE_E.ABFIREBASE_E
	  AnimationMode   = ONCE
	  Flags		   = START_FRAME_FIRST

	  WeaponMuzzleFlash = PRIMARY MuzzleFX
	  WeaponRecoilBone  = PRIMARY Barrel
	  WeaponLaunchBone  = PRIMARY MUZZLE01
	  WeaponFireFXBone  = PRIMARY MUZZLE01
	  WeaponMuzzleFlash = SECONDARY MuzzleFX
	  WeaponRecoilBone  = SECONDARY Barrel
	  WeaponLaunchBone  = SECONDARY MUZZLE01
	  WeaponFireFXBone  = SECONDARY MUZZLE01
	  WeaponMuzzleFlash = TERTIARY MuzzleFX
	  WeaponRecoilBone  = TERTIARY Barrel
	  WeaponLaunchBone  = TERTIARY MUZZLE01
	  WeaponFireFXBone  = TERTIARY MUZZLE01
	End
	AliasConditionState = PACKING RUBBLE


	ConditionState	  = PACKING SNOW
	  Model			 = ABFIREBASE_S
	  Turret			= TURRET01
	  TurretPitch	   = TURRETEL
	  HideSubObject	 = BARBY FIREBASE;MUZZLEFX01
	  ShowSubObject	 = AN_BLOCK HOUSECOLOR01 TURRET01 TURRETEL BARREL01 HOUSECOLOR03 DOOR01 DOOR02

	  Animation	   = ABFIREBASE_S.ABFIREBASE_S
	  AnimationMode   = ONCE
	  Flags		   = START_FRAME_FIRST

	  WeaponMuzzleFlash = PRIMARY MuzzleFX
	  WeaponRecoilBone  = PRIMARY Barrel
	  WeaponLaunchBone  = PRIMARY MUZZLE01
	  WeaponFireFXBone  = PRIMARY MUZZLE01
	  WeaponMuzzleFlash = SECONDARY MuzzleFX
	  WeaponRecoilBone  = SECONDARY Barrel
	  WeaponLaunchBone  = SECONDARY MUZZLE01
	  WeaponFireFXBone  = SECONDARY MUZZLE01
	  WeaponMuzzleFlash = TERTIARY MuzzleFX
	  WeaponRecoilBone  = TERTIARY Barrel
	  WeaponLaunchBone  = TERTIARY MUZZLE01
	  WeaponFireFXBone  = TERTIARY MUZZLE01
	End


	ConditionState	  = PACKING DAMAGED SNOW
	  Model			 = ABFIREBASE_DS
	  Turret			= TURRET01
	  TurretPitch	   = TURRETEL
	  HideSubObject	 = BARBY FIREBASE;MUZZLEFX01
	  ShowSubObject	 = AN_BLOCK HOUSECOLOR01 TURRET01 TURRETEL BARREL01 HOUSECOLOR03 DOOR01 DOOR02

	  Animation	   = ABFIREBASE_DS.ABFIREBASE_DS
	  AnimationMode   = ONCE
	  Flags		   = START_FRAME_FIRST

	  WeaponMuzzleFlash = PRIMARY MuzzleFX
	  WeaponRecoilBone  = PRIMARY Barrel
	  WeaponLaunchBone  = PRIMARY MUZZLE01
	  WeaponFireFXBone  = PRIMARY MUZZLE01
	  WeaponMuzzleFlash = SECONDARY MuzzleFX
	  WeaponRecoilBone  = SECONDARY Barrel
	  WeaponLaunchBone  = SECONDARY MUZZLE01
	  WeaponFireFXBone  = SECONDARY MUZZLE01
	  WeaponMuzzleFlash = TERTIARY MuzzleFX
	  WeaponRecoilBone  = TERTIARY Barrel
	  WeaponLaunchBone  = TERTIARY MUZZLE01
	  WeaponFireFXBone  = TERTIARY MUZZLE01
	End

	ConditionState	  = PACKING REALLYDAMAGED SNOW
	  Model			 = ABFIREBASE_ES
	  Turret			= TURRET01
	  TurretPitch	   = TURRETEL
	  HideSubObject	 = BARBY3 FIREBASE3;MuzzleFX01
	  ShowSubObject	 = AN_BLOCK HOUSECOLOR013 TURRET01 TURRETEL BARREL01 HOUSECOLOR033 DOOR01 DOOR02

	  Animation	   = ABFIREBASE_ES.ABFIREBASE_ES
	  AnimationMode   = ONCE
	  Flags		   = START_FRAME_FIRST

	  WeaponMuzzleFlash = PRIMARY MuzzleFX
	  WeaponRecoilBone  = PRIMARY Barrel
	  WeaponLaunchBone  = PRIMARY MUZZLE01
	  WeaponFireFXBone  = PRIMARY MUZZLE01
	  WeaponMuzzleFlash = SECONDARY MuzzleFX
	  WeaponRecoilBone  = SECONDARY Barrel
	  WeaponLaunchBone  = SECONDARY MUZZLE01
	  WeaponFireFXBone  = SECONDARY MUZZLE01
	  WeaponMuzzleFlash = TERTIARY MuzzleFX
	  WeaponRecoilBone  = TERTIARY Barrel
	  WeaponLaunchBone  = TERTIARY MUZZLE01
	  WeaponFireFXBone  = TERTIARY MUZZLE01
	End
	AliasConditionState = PACKING RUBBLE SNOW


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

	ConditionState	   = AWAITING_CONSTRUCTION
	  Model			  = NONE
	  Animation		  = None
	End
	AliasConditionState  = AWAITING_CONSTRUCTION DAMAGED
	AliasConditionState  = AWAITING_CONSTRUCTION REALLYDAMAGED
	AliasConditionState  = AWAITING_CONSTRUCTION SNOW
	AliasConditionState  = AWAITING_CONSTRUCTION SNOW DAMAGED
	AliasConditionState  = AWAITING_CONSTRUCTION SNOW REALLYDAMAGED
	AliasConditionState  = SOLD
	AliasConditionState  = SOLD DAMAGED
	AliasConditionState  = SOLD REALLYDAMAGED
	AliasConditionState  = SOLD RUBBLE
	AliasConditionState  = SOLD SNOW
	AliasConditionState  = SOLD SNOW DAMAGED
	AliasConditionState  = SOLD SNOW REALLYDAMAGED
	AliasConditionState  = SOLD SNOW RUBBLE

	AliasConditionState  = UNPACKING AWAITING_CONSTRUCTION
	AliasConditionState  = UNPACKING AWAITING_CONSTRUCTION DAMAGED
	AliasConditionState  = UNPACKING AWAITING_CONSTRUCTION REALLYDAMAGED
	AliasConditionState  = UNPACKING AWAITING_CONSTRUCTION SNOW
	AliasConditionState  = UNPACKING AWAITING_CONSTRUCTION SNOW DAMAGED
	AliasConditionState  = UNPACKING AWAITING_CONSTRUCTION SNOW REALLYDAMAGED
	AliasConditionState  = UNPACKING SOLD
	AliasConditionState  = UNPACKING SOLD DAMAGED
	AliasConditionState  = UNPACKING SOLD REALLYDAMAGED
	AliasConditionState  = UNPACKING SOLD RUBBLE
	AliasConditionState  = UNPACKING SOLD SNOW
	AliasConditionState  = UNPACKING SOLD SNOW DAMAGED
	AliasConditionState  = UNPACKING SOLD SNOW REALLYDAMAGED
	AliasConditionState  = UNPACKING SOLD SNOW RUBBLE

	AliasConditionState  = PACKING AWAITING_CONSTRUCTION
	AliasConditionState  = PACKING AWAITING_CONSTRUCTION DAMAGED
	AliasConditionState  = PACKING AWAITING_CONSTRUCTION REALLYDAMAGED
	AliasConditionState  = PACKING AWAITING_CONSTRUCTION SNOW
	AliasConditionState  = PACKING AWAITING_CONSTRUCTION SNOW DAMAGED
	AliasConditionState  = PACKING AWAITING_CONSTRUCTION SNOW REALLYDAMAGED
	AliasConditionState  = PACKING SOLD
	AliasConditionState  = PACKING SOLD DAMAGED
	AliasConditionState  = PACKING SOLD REALLYDAMAGED
	AliasConditionState  = PACKING SOLD RUBBLE
	AliasConditionState  = PACKING SOLD SNOW
	AliasConditionState  = PACKING SOLD SNOW DAMAGED
	AliasConditionState  = PACKING SOLD SNOW REALLYDAMAGED
	AliasConditionState  = PACKING SOLD SNOW RUBBLE

	AliasConditionState  = DEPLOYED AWAITING_CONSTRUCTION
	AliasConditionState  = DEPLOYED AWAITING_CONSTRUCTION DAMAGED
	AliasConditionState  = DEPLOYED AWAITING_CONSTRUCTION REALLYDAMAGED
	AliasConditionState  = DEPLOYED AWAITING_CONSTRUCTION SNOW
	AliasConditionState  = DEPLOYED AWAITING_CONSTRUCTION SNOW DAMAGED
	AliasConditionState  = DEPLOYED AWAITING_CONSTRUCTION SNOW REALLYDAMAGED
	AliasConditionState  = DEPLOYED SOLD
	AliasConditionState  = DEPLOYED SOLD DAMAGED
	AliasConditionState  = DEPLOYED SOLD REALLYDAMAGED
	AliasConditionState  = DEPLOYED SOLD RUBBLE
	AliasConditionState  = DEPLOYED SOLD SNOW
	AliasConditionState  = DEPLOYED SOLD SNOW DAMAGED
	AliasConditionState  = DEPLOYED SOLD SNOW REALLYDAMAGED
	AliasConditionState  = DEPLOYED SOLD SNOW RUBBLE

   ;****************************************************************************
**********************************************

	ConditionState	   = PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED
	  Model			  = ABFIREBASE
	  HideSubObject	  = BARBY FIREBASE;MUZZLEFX01
	  ShowSubObject	  = AN_BLOCK HOUSECOLOR01 TURRET01 TURRETEL BARREL01 HOUSECOLOR03 DOOR01 DOOR02
	  Animation		  = ABFIREBASE.ABFIREBASE
	  AnimationMode	  = ONCE
	  Flags			  = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT START_FRAME_LAST
	End
	AliasConditionState  = DEPLOYED PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED
	AliasConditionState  = UNPACKING PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED
	AliasConditionState  = PACKING PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED


	ConditionState	   = PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED DAMAGED
	  Model			  = ABFIREBASE_D
	  HideSubObject	  = BARBY FIREBASE;MUZZLEFX01
	  ShowSubObject	  = AN_BLOCK HOUSECOLOR01 TURRET01 TURRETEL BARREL01 HOUSECOLOR03 DOOR01 DOOR02
	  Animation		  = ABFIREBASE_D.ABFIREBASE_D
	  AnimationMode	  = ONCE
	  Flags			  = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT START_FRAME_LAST
	End
	AliasConditionState  = DEPLOYED PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED DAMAGED
	AliasConditionState  = UNPACKING PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED DAMAGED
	AliasConditionState  = PACKING PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED DAMAGED


	ConditionState	   = PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED REALLYDAMAGED
	  Model			  = ABFIREBASE_E
	  HideSubObject	  = BARBY3 FIREBASE3;MuzzleFX01
	  ShowSubObject	  = AN_BLOCK HOUSECOLOR013 TURRET01 TURRETEL BARREL01 HOUSECOLOR033 DOOR01 DOOR02
	  Animation		  = ABFIREBASE_E.ABFIREBASE_E
	  AnimationMode	  = ONCE
	  Flags			  = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT START_FRAME_LAST
	End
	AliasConditionState  = DEPLOYED PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED REALLYDAMAGED
	AliasConditionState  = UNPACKING PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED REALLYDAMAGED
	AliasConditionState  = PACKING PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED REALLYDAMAGED

	AliasConditionState  = PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED RUBBLE
	AliasConditionState  = DEPLOYED PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED RUBBLE
	AliasConditionState  = UNPACKING PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED RUBBLE
	AliasConditionState  = PACKING PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED RUBBLE


	ConditionState	   = PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED SNOW
	  Model			  = ABFIREBASE_S
	  HideSubObject	  = BARBY FIREBASE;MUZZLEFX01
	  ShowSubObject	  = AN_BLOCK HOUSECOLOR01 TURRET01 TURRETEL BARREL01 HOUSECOLOR03 DOOR01 DOOR02
	  Animation		  = ABFIREBASE_S.ABFIREBASE_S
	  AnimationMode	  = ONCE
	  Flags			  = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT START_FRAME_LAST
	End
	AliasConditionState  = DEPLOYED PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED SNOW
	AliasConditionState  = UNPACKING PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED SNOW
	AliasConditionState  = PACKING PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED SNOW


	ConditionState	   = PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED DAMAGED SNOW
	  Model			  = ABFIREBASE_DS
	  HideSubObject	  = BARBY FIREBASE;MUZZLEFX01
	  ShowSubObject	  = AN_BLOCK HOUSECOLOR01 TURRET01 TURRETEL BARREL01 HOUSECOLOR03 DOOR01 DOOR02
	  Animation		  = ABFIREBASE_DS.ABFIREBASE_DS
	  AnimationMode	  = ONCE
	  Flags			  = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT START_FRAME_LAST
	End
	AliasConditionState  = DEPLOYED PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED DAMAGED SNOW
	AliasConditionState  = UNPACKING PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED DAMAGED SNOW
	AliasConditionState  = PACKING PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED DAMAGED SNOW


	ConditionState	   = PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED REALLYDAMAGED SNOW
	  Model			  = ABFIREBASE_ES
	  HideSubObject	  = BARBY3 FIREBASE3;MuzzleFX01
	  ShowSubObject	  = AN_BLOCK HOUSECOLOR013 TURRET01 TURRETEL BARREL01 HOUSECOLOR033 DOOR01 DOOR02
	  Animation		  = ABFIREBASE_ES.ABFIREBASE_ES
	  AnimationMode	  = ONCE
	  Flags			  = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT START_FRAME_LAST
	End
	AliasConditionState  = DEPLOYED PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED REALLYDAMAGED SNOW
	AliasConditionState  = UNPACKING PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED REALLYDAMAGED SNOW
	AliasConditionState  = PACKING PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED REALLYDAMAGED SNOW

	AliasConditionState  = PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED RUBBLE SNOW
	AliasConditionState  = DEPLOYED PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED RUBBLE SNOW
	AliasConditionState  = UNPACKING PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED RUBBLE SNOW
	AliasConditionState  = PACKING PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED RUBBLE SNOW

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

  Draw W3DModelDraw ModuleTag_Base
	IgnoreConditionStates = NIGHT
	OkToChangeModelColor = Yes

	DefaultConditionState
	  Model			 = ABPatriotSW
	  HideSubObject	 = TURRET01 TURRETEL HOUSECOLOR02 BOX01
	End
	
	ConditionState	  = DAMAGED
	  Model			 = ABPatriotSW_D
	  HideSubObject	 = TURRET01 TURRETEL HOUSECOLOR02 BOX01
	End
	
	ConditionState	  = REALLYDAMAGED RUBBLE
	  Model			 = ABPatriotSW_E
	  HideSubObject	 = TURRET01 TURRETEL HOUSECOLOR02 BOX01
	End
	
	
	ConditionState	  = SNOW
	  Model			 = ABPatriotSW_S
	  HideSubObject	 = TURRET01 TURRETEL HOUSECOLOR02 BOX01
	End
	
	ConditionState	  = DAMAGED SNOW
	  Model			 = ABPatriotSW_DS
	  HideSubObject	 = TURRET01 TURRETEL HOUSECOLOR02 BOX01
	End
	
	ConditionState	  = REALLYDAMAGED RUBBLE SNOW
	  Model			 = ABPatriotSW_ES
	  HideSubObject	 = TURRET01 TURRETEL HOUSECOLOR02 BOX01
	End


   ;------------- Deploy Style ----------------------------

	ConditionState	  = DEPLOYED
	  HideSubObject	 = TURRET01 TURRETEL HOUSECOLOR02
	  ShowSubObject	 = BOX01
	End

	ConditionState	  = DAMAGED DEPLOYED
	  Model			 = ABPatriotSW_D
	  HideSubObject	 = TURRET01 TURRETEL HOUSECOLOR02
	  ShowSubObject	 = BOX01
	End

	ConditionState	  = REALLYDAMAGED DEPLOYED
	  Model			 = ABPatriotSW_E
	  HideSubObject	 = TURRET01 TURRETEL HOUSECOLOR02
	  ShowSubObject	 = BOX01
	End
	AliasConditionState = RUBBLE DEPLOYED


	ConditionState	  = DEPLOYED SNOW
	  Model			 = ABPatriotSW_S
	  HideSubObject	 = TURRET01 TURRETEL HOUSECOLOR02
	  ShowSubObject	 = BOX01
	End

	ConditionState	  = DAMAGED DEPLOYED SNOW
	  Model			 = ABPatriotSW_DS
	  HideSubObject	 = TURRET01 TURRETEL HOUSECOLOR02
	  ShowSubObject	 = BOX01
	End

	ConditionState	  = REALLYDAMAGED DEPLOYED SNOW
	  Model			 = ABPatriotSW_ES
	  HideSubObject	 = TURRET01 TURRETEL HOUSECOLOR02
	  ShowSubObject	 = BOX01
	End
	AliasConditionState = RUBBLE DEPLOYED SNOW
   
   ;****************************************************************************
**********************************************
   ;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			  = ABPatriot
	  Flags			  = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT
	End

	ConditionState	   = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED SNOW
	  Model			  = ABPatriot_S
	  Flags			  = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT
	End

	ConditionState	   = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED DAMAGED
	  Model			  = ABPatriot_D
	  Flags			  = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT
	End

	ConditionState	   = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED DAMAGED SNOW
	  Model			  = ABPatriot_DS
	  Flags			  = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT
	End

	ConditionState	   = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED REALLYDAMAGED
	  Model			  = ABPatriot_E
	  Flags			  = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT
	End

	ConditionState	   = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED REALLYDAMAGED SNOW
	  Model			  = ABPatriot_ES
	  Flags			  = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT
	End

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

  End

And here is the AI module to work it:

Behavior = DeployStyleAIUpdate ModuleTag_06;AIUpdateInterface
	Turret
	  ControlledWeaponSlots = PRIMARY SECONDARY TERTIARY
	  TurretTurnRate	  = 180
	  TurretPitchRate	 = 180
	  AllowsPitch		 = Yes
	  FiresWhileTurning   = Yes
	  NaturalTurretPitch  = 25
	  MinPhysicalPitch	= -20
	  MinIdleScanInterval = 250  ; in milliseconds
	  MaxIdleScanInterval = 250  ; in milliseconds
	  MinIdleScanAngle	= 0	; in degrees off the natural turret angle
	  MaxIdleScanAngle	= 360  ; in degrees off the natural turret angle
	End
	AutoAcquireEnemiesWhenIdle = Yes;ATTACK_BUILDINGS; defensive weapon
	MoodAttackCheckRate		= 250

	PackTime   = 8167 ;animation is 245 frames @ 30fps
	UnpackTime = 8167
	TurretsFunctionOnlyWhenDeployed = Yes
	TurretsMustCenterBeforePacking = Yes
	ManualDeployAnimations = No;Yes;messes up firebase anim
  End


#4 beng

beng
  • Members
  • 93 posts

Posted 14 July 2008 - 10:16 AM

I have managed to use DefaultConditionState by including in it the non-standard bone names of the E models. This is better code than the one above, as it eliminates some problems with the MuzzleFX showing under some conditions.
Here is the draw module code to work with DeployStyleAIUpdate (see nuke cannon):
Draw = W3DModelDraw ModuleTag_01;turret
	IgnoreConditionStates = NIGHT MOVING PREATTACK_A FIRING_A BETWEEN_FIRING_SHOTS_A RELOADING_A PREATTACK_B FIRING_B BETWEEN_FIRING_SHOTS_B RELOADING_B PREATTACK_C FIRING_C BETWEEN_FIRING_SHOTS_C RELOADING_C
	OkToChangeModelColor = Yes

	InitialRecoilSpeed = 115
	MaxRecoilDistance  = 6.0
	RecoilSettleSpeed  = 12.0
	RecoilDamping	  = 0.25

   ;Packed up state for moving
	DefaultConditionState
	  Model			 = ABFIREBASE
	  Turret			= TURRET01
	  TurretPitch	   = TURRETEL
	  HideSubObject	 = BARBY FIREBASE BARBY3 FIREBASE3
	  ShowSubObject	 = AN_BLOCK HOUSECOLOR01 HOUSECOLOR013 TURRET01 TURRETEL BARREL01 HOUSECOLOR03 HOUSECOLOR033 DOOR01 DOOR02
	  HideSubObject	 = MUZZLEFX01;need to hide this after showing turret

	  Animation		 = ABFIREBASE.ABFIREBASE
	  AnimationMode	 = ONCE
	  Flags			 = START_FRAME_LAST

	  WeaponMuzzleFlash = PRIMARY MUZZLEFX01
	  WeaponRecoilBone  = PRIMARY BARREL
	  WeaponLaunchBone  = PRIMARY MUZZLE01
	  WeaponFireFXBone  = PRIMARY MUZZLE01

	  WeaponMuzzleFlash = SECONDARY MUZZLEFX01
	 ;WeaponRecoilBone  = SECONDARY Barrel ;only 1 slot can use barrel, else no recoil
	  WeaponLaunchBone  = SECONDARY MUZZLE01
	  WeaponFireFXBone  = SECONDARY MUZZLE01

	  WeaponMuzzleFlash = TERTIARY MUZZLEFX01
	 ;WeaponRecoilBone  = TERTIARY Barrel
	  WeaponLaunchBone  = TERTIARY MUZZLE01
	  WeaponFireFXBone  = TERTIARY MUZZLE01
	End

	ConditionState	  = DAMAGED
	  Model			 = ABFIREBASE_D
	  Animation		 = ABFIREBASE_D.ABFIREBASE_D
	  AnimationMode	 = ONCE
	  Flags			 = START_FRAME_LAST
	End

	ConditionState	  = REALLYDAMAGED
	  Model			 = ABFIREBASE_E
	  Animation		 = ABFIREBASE_E.ABFIREBASE_E
	  AnimationMode	 = ONCE
	  Flags			 = START_FRAME_LAST
	End
	AliasConditionState = RUBBLE

	ConditionState	  = SNOW
	  Model			 = ABFIREBASE_S
	  Animation		 = ABFIREBASE_S.ABFIREBASE_S
	  AnimationMode	 = ONCE
	  Flags			 = START_FRAME_LAST
	End

	ConditionState	  = DAMAGED SNOW
	  Model			 = ABFIREBASE_DS
	  Animation		 = ABFIREBASE_DS.ABFIREBASE_DS
	  AnimationMode	 = ONCE
	  Flags			 = START_FRAME_LAST
	End

	ConditionState	  = REALLYDAMAGED SNOW
	  Model			 = ABFIREBASE_ES
	  Animation		 = ABFIREBASE_ES.ABFIREBASE_ES
	  AnimationMode	 = ONCE
	  Flags			 = START_FRAME_LAST
	End
	AliasConditionState = RUBBLE SNOW

   ;*** DEPLOYED STATE -- ready to fire ***

	ConditionState	= DEPLOYED
	  Animation	   = ABFIREBASE.ABFIREBASE
	  AnimationMode   = MANUAL
	  Flags		   = MAINTAIN_FRAME_ACROSS_STATES
	End
	AliasConditionState = DEPLOYED USING_WEAPON_A

	ConditionState	= DEPLOYED DAMAGED
	  Model		   = ABFIREBASE_D
	  Animation	   = ABFIREBASE_D.ABFIREBASE_D
	  AnimationMode   = MANUAL
	  Flags		   = MAINTAIN_FRAME_ACROSS_STATES
	End
	AliasConditionState = DEPLOYED DAMAGED USING_WEAPON_A

	ConditionState	= DEPLOYED REALLYDAMAGED
	  Model		   = ABFIREBASE_E
	  Animation	   = ABFIREBASE_E.ABFIREBASE_E
	  AnimationMode   = MANUAL
	  Flags		   = MAINTAIN_FRAME_ACROSS_STATES
	End
	AliasConditionState = DEPLOYED REALLYDAMAGED USING_WEAPON_A
	AliasConditionState = DEPLOYED RUBBLE
	AliasConditionState = DEPLOYED RUBBLE USING_WEAPON_A


	ConditionState	= DEPLOYED SNOW
	  Model		   = ABFIREBASE_S
	  Animation	   = ABFIREBASE_S.ABFIREBASE_S
	  AnimationMode   = MANUAL
	  Flags		   = MAINTAIN_FRAME_ACROSS_STATES
	End
	AliasConditionState = DEPLOYED SNOW USING_WEAPON_A

	ConditionState	= DEPLOYED DAMAGED SNOW
	  Model		   = ABFIREBASE_DS
	  Animation	   = ABFIREBASE_DS.ABFIREBASE_DS
	  AnimationMode   = MANUAL
	  Flags		   = MAINTAIN_FRAME_ACROSS_STATES
	End
	AliasConditionState = DEPLOYED DAMAGED SNOW USING_WEAPON_A

	ConditionState	= DEPLOYED REALLYDAMAGED SNOW
	  Model		   = ABFIREBASE_ES
	  Animation	   = ABFIREBASE_ES.ABFIREBASE_ES
	  AnimationMode   = MANUAL
	  Flags		   = MAINTAIN_FRAME_ACROSS_STATES
	End
	AliasConditionState = DEPLOYED REALLYDAMAGED SNOW USING_WEAPON_A
	AliasConditionState = DEPLOYED RUBBLE SNOW
	AliasConditionState = DEPLOYED RUBBLE SNOW USING_WEAPON_A

  ;------------- Deployed Firing B -------------

	ConditionState	= DEPLOYED USING_WEAPON_B
	  Animation	   = ABFIREBASE.ABFIREBASE
	  AnimationMode   = MANUAL
	  Flags		   = MAINTAIN_FRAME_ACROSS_STATES
	  WeaponRecoilBone = PRIMARY   None
	  WeaponRecoilBone = SECONDARY BARREL
	End

	ConditionState	= DEPLOYED DAMAGED USING_WEAPON_B
	  Model		   = ABFIREBASE_D
	  Animation	   = ABFIREBASE_D.ABFIREBASE_D
	  AnimationMode   = MANUAL
	  Flags		   = MAINTAIN_FRAME_ACROSS_STATES
	  WeaponRecoilBone = PRIMARY   None
	  WeaponRecoilBone = SECONDARY BARREL
	End

	ConditionState	= DEPLOYED REALLYDAMAGED USING_WEAPON_B
	  Model		   = ABFIREBASE_E
	  Animation	   = ABFIREBASE_E.ABFIREBASE_E
	  AnimationMode   = MANUAL
	  Flags		   = MAINTAIN_FRAME_ACROSS_STATES
	  WeaponRecoilBone = PRIMARY   None
	  WeaponRecoilBone = SECONDARY BARREL
	End
	AliasConditionState = DEPLOYED RUBBLE USING_WEAPON_B

	ConditionState	= DEPLOYED SNOW USING_WEAPON_B
	  Model		   = ABFIREBASE_S
	  Animation	   = ABFIREBASE_S.ABFIREBASE_S
	  AnimationMode   = MANUAL
	  Flags		   = MAINTAIN_FRAME_ACROSS_STATES
	  WeaponRecoilBone = PRIMARY   None
	  WeaponRecoilBone = SECONDARY BARREL
	End

	ConditionState	= DEPLOYED DAMAGED SNOW USING_WEAPON_B
	  Model		   = ABFIREBASE_DS
	  Animation	   = ABFIREBASE_DS.ABFIREBASE_DS
	  AnimationMode   = MANUAL
	  Flags		   = MAINTAIN_FRAME_ACROSS_STATES
	  WeaponRecoilBone = PRIMARY   None
	  WeaponRecoilBone = SECONDARY BARREL
	End

	ConditionState	= DEPLOYED REALLYDAMAGED SNOW USING_WEAPON_B
	  Model		   = ABFIREBASE_ES
	  Animation	   = ABFIREBASE_ES.ABFIREBASE_ES
	  AnimationMode   = MANUAL
	  Flags		   = MAINTAIN_FRAME_ACROSS_STATES
	  WeaponRecoilBone = PRIMARY   None
	  WeaponRecoilBone = SECONDARY BARREL
	End
	AliasConditionState = DEPLOYED RUBBLE SNOW USING_WEAPON_B

  ;------------- Deployed Firing C -------------

	ConditionState	= DEPLOYED USING_WEAPON_C
	  Animation	   = ABFIREBASE.ABFIREBASE
	  AnimationMode   = MANUAL
	  Flags		   = MAINTAIN_FRAME_ACROSS_STATES
	  WeaponRecoilBone = PRIMARY  None
	  WeaponRecoilBone = TERTIARY BARREL
	End

	ConditionState	= DEPLOYED DAMAGED USING_WEAPON_C
	  Model		   = ABFIREBASE_D
	  Animation	   = ABFIREBASE_D.ABFIREBASE_D
	  AnimationMode   = MANUAL
	  Flags		   = MAINTAIN_FRAME_ACROSS_STATES
	  WeaponRecoilBone = PRIMARY  None
	  WeaponRecoilBone = TERTIARY BARREL
	End

	ConditionState	= DEPLOYED REALLYDAMAGED USING_WEAPON_C
	  Model		   = ABFIREBASE_E
	  Animation	   = ABFIREBASE_E.ABFIREBASE_E
	  AnimationMode   = MANUAL
	  Flags		   = MAINTAIN_FRAME_ACROSS_STATES
	  WeaponRecoilBone = PRIMARY  None
	  WeaponRecoilBone = TERTIARY BARREL
	End
	AliasConditionState = DEPLOYED RUBBLE USING_WEAPON_C

	ConditionState	= DEPLOYED SNOW USING_WEAPON_C
	  Model		   = ABFIREBASE_S
	  Animation	   = ABFIREBASE_S.ABFIREBASE_S
	  AnimationMode   = MANUAL
	  Flags		   = MAINTAIN_FRAME_ACROSS_STATES
	  WeaponRecoilBone = PRIMARY  None
	  WeaponRecoilBone = TERTIARY BARREL
	End

	ConditionState	= DEPLOYED DAMAGED SNOW USING_WEAPON_C
	  Model		   = ABFIREBASE_DS
	  Animation	   = ABFIREBASE_DS.ABFIREBASE_DS
	  AnimationMode   = MANUAL
	  Flags		   = MAINTAIN_FRAME_ACROSS_STATES
	  WeaponRecoilBone = PRIMARY  None
	  WeaponRecoilBone = TERTIARY BARREL
	End

	ConditionState	= DEPLOYED REALLYDAMAGED SNOW USING_WEAPON_C
	  Model		   = ABFIREBASE_ES
	  Animation	   = ABFIREBASE_ES.ABFIREBASE_ES
	  AnimationMode   = MANUAL
	  Flags		   = MAINTAIN_FRAME_ACROSS_STATES
	  WeaponRecoilBone = PRIMARY  None
	  WeaponRecoilBone = TERTIARY BARREL
	End
	AliasConditionState = DEPLOYED RUBBLE SNOW USING_WEAPON_C


   ;*** UNPACKING STATE  -- preparing to fire ***
	ConditionState	= UNPACKING
	  Animation	   = ABFIREBASE.ABFIREBASE
	  AnimationMode   = ONCE_BACKWARDS
	  Flags		   = START_FRAME_LAST;PRISTINE_BONE_POS_IN_FINAL_FRAME
	End

	ConditionState	= UNPACKING DAMAGED
	  Model		   = ABFIREBASE_D
	  Animation	   = ABFIREBASE_D.ABFIREBASE_D
	  AnimationMode   = ONCE_BACKWARDS
	  Flags		   = START_FRAME_LAST
	End

	ConditionState	= UNPACKING REALLYDAMAGED
	  Model		   = ABFIREBASE_E
	  Animation	   = ABFIREBASE_E.ABFIREBASE_E
	  AnimationMode   = ONCE_BACKWARDS
	  Flags		   = START_FRAME_LAST
	End
	AliasConditionState = UNPACKING RUBBLE

	ConditionState	= UNPACKING SNOW
	  Model		   = ABFIREBASE_S
	  Animation	   = ABFIREBASE_S.ABFIREBASE_S
	  AnimationMode   = ONCE_BACKWARDS
	  Flags		   = START_FRAME_LAST
	End

	ConditionState	= UNPACKING DAMAGED SNOW
	  Model		   = ABFIREBASE_DS
	  Animation	   = ABFIREBASE_DS.ABFIREBASE_DS
	  AnimationMode   = ONCE_BACKWARDS
	  Flags		   = START_FRAME_LAST
	End

	ConditionState	= UNPACKING REALLYDAMAGED SNOW
	  Model		   = ABFIREBASE_ES
	  Animation	   = ABFIREBASE_ES.ABFIREBASE_ES
	  AnimationMode   = ONCE_BACKWARDS
	  Flags		   = START_FRAME_LAST
	End
	AliasConditionState = UNPACKING RUBBLE SNOW

   ;*** PACKING STATE -- preparing to move ***
	ConditionState	= PACKING
	  Animation	   = ABFIREBASE.ABFIREBASE
	  AnimationMode   = ONCE
	  Flags		   = START_FRAME_FIRST
	End

	ConditionState	= PACKING DAMAGED
	  Model		   = ABFIREBASE_D
	  Animation	   = ABFIREBASE_D.ABFIREBASE_D
	  AnimationMode   = ONCE
	  Flags		   = START_FRAME_FIRST
	End

	ConditionState	= PACKING REALLYDAMAGED
	  Model		   = ABFIREBASE_E
	  Animation	   = ABFIREBASE_E.ABFIREBASE_E
	  AnimationMode   = ONCE
	  Flags		   = START_FRAME_FIRST
	End
	AliasConditionState = PACKING RUBBLE

	ConditionState	= PACKING SNOW
	  Model		   = ABFIREBASE_S
	  Animation	   = ABFIREBASE_S.ABFIREBASE_S
	  AnimationMode   = ONCE
	  Flags		   = START_FRAME_FIRST
	End

	ConditionState	= PACKING DAMAGED SNOW
	  Model		   = ABFIREBASE_DS
	  Animation	   = ABFIREBASE_DS.ABFIREBASE_DS
	  AnimationMode   = ONCE
	  Flags		   = START_FRAME_FIRST
	End

	ConditionState	= PACKING REALLYDAMAGED SNOW
	  Model		   = ABFIREBASE_ES
	  Animation	   = ABFIREBASE_ES.ABFIREBASE_ES
	  AnimationMode   = ONCE
	  Flags		   = START_FRAME_FIRST
	End
	AliasConditionState = PACKING RUBBLE SNOW

   ;TrackMarks		   = EXTnkTrack.tga
   ;TreadAnimationRate   = 0 ; amount of tread texture to move per second

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

	ConditionState	   = AWAITING_CONSTRUCTION
	  Model			  = NONE
	  Animation		  = None
	End
	AliasConditionState  = AWAITING_CONSTRUCTION DAMAGED
	AliasConditionState  = AWAITING_CONSTRUCTION REALLYDAMAGED
	AliasConditionState  = AWAITING_CONSTRUCTION SNOW
	AliasConditionState  = AWAITING_CONSTRUCTION SNOW DAMAGED
	AliasConditionState  = AWAITING_CONSTRUCTION SNOW REALLYDAMAGED
	AliasConditionState  = SOLD
	AliasConditionState  = SOLD DAMAGED
	AliasConditionState  = SOLD REALLYDAMAGED
	AliasConditionState  = SOLD RUBBLE
	AliasConditionState  = SOLD SNOW
	AliasConditionState  = SOLD SNOW DAMAGED
	AliasConditionState  = SOLD SNOW REALLYDAMAGED
	AliasConditionState  = SOLD SNOW RUBBLE

	AliasConditionState  = UNPACKING AWAITING_CONSTRUCTION
	AliasConditionState  = UNPACKING AWAITING_CONSTRUCTION DAMAGED
	AliasConditionState  = UNPACKING AWAITING_CONSTRUCTION REALLYDAMAGED
	AliasConditionState  = UNPACKING AWAITING_CONSTRUCTION SNOW
	AliasConditionState  = UNPACKING AWAITING_CONSTRUCTION SNOW DAMAGED
	AliasConditionState  = UNPACKING AWAITING_CONSTRUCTION SNOW REALLYDAMAGED
	AliasConditionState  = UNPACKING SOLD
	AliasConditionState  = UNPACKING SOLD DAMAGED
	AliasConditionState  = UNPACKING SOLD REALLYDAMAGED
	AliasConditionState  = UNPACKING SOLD RUBBLE
	AliasConditionState  = UNPACKING SOLD SNOW
	AliasConditionState  = UNPACKING SOLD SNOW DAMAGED
	AliasConditionState  = UNPACKING SOLD SNOW REALLYDAMAGED
	AliasConditionState  = UNPACKING SOLD SNOW RUBBLE

	AliasConditionState  = PACKING AWAITING_CONSTRUCTION
	AliasConditionState  = PACKING AWAITING_CONSTRUCTION DAMAGED
	AliasConditionState  = PACKING AWAITING_CONSTRUCTION REALLYDAMAGED
	AliasConditionState  = PACKING AWAITING_CONSTRUCTION SNOW
	AliasConditionState  = PACKING AWAITING_CONSTRUCTION SNOW DAMAGED
	AliasConditionState  = PACKING AWAITING_CONSTRUCTION SNOW REALLYDAMAGED
	AliasConditionState  = PACKING SOLD
	AliasConditionState  = PACKING SOLD DAMAGED
	AliasConditionState  = PACKING SOLD REALLYDAMAGED
	AliasConditionState  = PACKING SOLD RUBBLE
	AliasConditionState  = PACKING SOLD SNOW
	AliasConditionState  = PACKING SOLD SNOW DAMAGED
	AliasConditionState  = PACKING SOLD SNOW REALLYDAMAGED
	AliasConditionState  = PACKING SOLD SNOW RUBBLE

	AliasConditionState  = DEPLOYED AWAITING_CONSTRUCTION
	AliasConditionState  = DEPLOYED AWAITING_CONSTRUCTION DAMAGED
	AliasConditionState  = DEPLOYED AWAITING_CONSTRUCTION REALLYDAMAGED
	AliasConditionState  = DEPLOYED AWAITING_CONSTRUCTION SNOW
	AliasConditionState  = DEPLOYED AWAITING_CONSTRUCTION SNOW DAMAGED
	AliasConditionState  = DEPLOYED AWAITING_CONSTRUCTION SNOW REALLYDAMAGED
	AliasConditionState  = DEPLOYED SOLD
	AliasConditionState  = DEPLOYED SOLD DAMAGED
	AliasConditionState  = DEPLOYED SOLD REALLYDAMAGED
	AliasConditionState  = DEPLOYED SOLD RUBBLE
	AliasConditionState  = DEPLOYED SOLD SNOW
	AliasConditionState  = DEPLOYED SOLD SNOW DAMAGED
	AliasConditionState  = DEPLOYED SOLD SNOW REALLYDAMAGED
	AliasConditionState  = DEPLOYED SOLD SNOW RUBBLE
   ;****************************************************************************
**********************************************

	ConditionState	   = PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED
	  Model			  = ABFIREBASE
	  Animation		  = ABFIREBASE.ABFIREBASE
	  AnimationMode	  = ONCE
	  Flags			  = START_FRAME_LAST ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT
	End
	AliasConditionState  = DEPLOYED PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED
	AliasConditionState  = UNPACKING PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED
	AliasConditionState  = PACKING PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED


	ConditionState	   = PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED DAMAGED
	  Model			  = ABFIREBASE_D
	  Animation		  = ABFIREBASE_D.ABFIREBASE_D
	  AnimationMode	  = ONCE
	  Flags			  = START_FRAME_LAST ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT
	End
	AliasConditionState  = DEPLOYED PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED DAMAGED
	AliasConditionState  = UNPACKING PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED DAMAGED
	AliasConditionState  = PACKING PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED DAMAGED


	ConditionState	   = PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED REALLYDAMAGED
	  Model			  = ABFIREBASE_E
	  Animation		  = ABFIREBASE_E.ABFIREBASE_E
	  AnimationMode	  = ONCE
	  Flags			  = START_FRAME_LAST ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT
	End
	AliasConditionState  = DEPLOYED PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED REALLYDAMAGED
	AliasConditionState  = UNPACKING PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED REALLYDAMAGED
	AliasConditionState  = PACKING PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED REALLYDAMAGED

	AliasConditionState  = PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED RUBBLE
	AliasConditionState  = DEPLOYED PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED RUBBLE
	AliasConditionState  = UNPACKING PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED RUBBLE
	AliasConditionState  = PACKING PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED RUBBLE


	ConditionState	   = PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED SNOW
	  Model			  = ABFIREBASE_S
	  Animation		  = ABFIREBASE_S.ABFIREBASE_S
	  AnimationMode	  = ONCE
	  Flags			  = START_FRAME_LAST ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT
	End
	AliasConditionState  = DEPLOYED PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED SNOW
	AliasConditionState  = UNPACKING PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED SNOW
	AliasConditionState  = PACKING PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED SNOW


	ConditionState	   = PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED DAMAGED SNOW
	  Model			  = ABFIREBASE_DS
	  Animation		  = ABFIREBASE_DS.ABFIREBASE_DS
	  AnimationMode	  = ONCE
	  Flags			  = START_FRAME_LAST ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT
	End
	AliasConditionState  = DEPLOYED PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED DAMAGED SNOW
	AliasConditionState  = UNPACKING PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED DAMAGED SNOW
	AliasConditionState  = PACKING PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED DAMAGED SNOW


	ConditionState	   = PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED REALLYDAMAGED SNOW
	  Model			  = ABFIREBASE_ES
	  Animation		  = ABFIREBASE_ES.ABFIREBASE_ES
	  AnimationMode	  = ONCE
	  Flags			  = START_FRAME_LAST ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT
	End
	AliasConditionState  = DEPLOYED PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED REALLYDAMAGED SNOW
	AliasConditionState  = UNPACKING PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED REALLYDAMAGED SNOW
	AliasConditionState  = PACKING PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED REALLYDAMAGED SNOW

	AliasConditionState  = PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED RUBBLE SNOW
	AliasConditionState  = DEPLOYED PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED RUBBLE SNOW
	AliasConditionState  = UNPACKING PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED RUBBLE SNOW
	AliasConditionState  = PACKING PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED RUBBLE SNOW

   ;****************************************************************************
**********************************************

Edit: Updated the code to fix the recoil bones, must be Barrel and not Barrel01

Edited by beng, 15 July 2008 - 04:54 PM.





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