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
zero hour fire base --> generals?
Started by mgbroome, Nov 02 2007 03:18 PM
3 replies to this topic
#1
Posted 02 November 2007 - 03:18 PM
#2
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:
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
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):
And here is the AI module to work it:
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
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):
Edit: Updated the code to fix the recoil bones, must be Barrel and not Barrel01
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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