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SWR Productions Forum > Game Modding and Development > Generals/Zerohour Modding
Admiral*Alex
does anyone have a working tutorial or code for the cruise missile silo for the Superweapon General?

p.s: the tutorial on GenDev don't work
Admiral*Alex
QUOTE (general alex @ 2 Jun 2013, 18:32) *
does anyone have/or know of a working tutorial or code for the cruise missile silo for the Superweapon General?

p.s: the tutorial on GenDev don't work
link: http://gendev.cncguild.net/page.php?file=/vanguard/icbm

what showed up on worldbuilder: ASSERTION FAILURE: Error parsing block 'SpecialPower' in INI file 'Data\INI\SpecialPower.ini'
Zeke
ZH's SpecialPower.ini already has a SpecialPower SupW_CruiseMissile so you'll have to either delete that, or delete yours and edit that.
Admiral*Alex
QUOTE (Zeke @ 4 Jun 2013, 1:44) *
ZH's SpecialPower.ini already has a SpecialPower SupW_CruiseMissile so you'll have to either delete that, or delete yours and edit that.


thanks Zeke but my problems is now that i can't build, the build button is grayed out and the prerequisites aren't showing up can, do you how to fix that ? please

I have the Prerequisites to vanilla warfactory and Strategy Center
Zeke
Post your codes. Can't fix what you can't see.
Admiral*Alex
here is the code from the factionbuilding.ini not sher if you need any more codes
this is for the vanilla US

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

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

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


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

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

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

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

ConditionState = SNOW
Model = NBNMissle_S
End

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

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

; ------------ construction-zone fence -----------------
Draw = W3DModelDraw ModuleTag_02
AnimationsRequirePower = No
DefaultConditionState
Model = None
TransitionKey = DOWN_DEFAULT
End
ConditionState = NIGHT
Model = None
TransitionKey = DOWN_DEFAULT
End
ConditionState = SNOW
Model = None
TransitionKey = DOWN_DEFAULT
End
ConditionState = SNOW NIGHT
Model = None
TransitionKey = DOWN_DEFAULT
End
ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED
Model = ABSupDrop_A4
Animation = ABSupDrop_A4.ABSupDrop_A4
AnimationMode = MANUAL
Flags = START_FRAME_LAST
TransitionKey = UP_DAY
End
ConditionState = NIGHT AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED
Model = ABSupDrop_A4N
Animation = ABSupDrop_A4N.ABSupDrop_A4N
AnimationMode = MANUAL
Flags = START_FRAME_LAST
TransitionKey = UP_NIGHT
End
ConditionState = SNOW AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED
Model = ABSupDrop_A4S
Animation = ABSupDrop_A4S.ABSupDrop_A4S
AnimationMode = MANUAL
Flags = START_FRAME_LAST
TransitionKey = UP_SNOW
End
ConditionState = SNOW NIGHT AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED
Model = ABSupDrop_A4SN
Animation = ABSupDrop_A4SN.ABSupDrop_A4SN
AnimationMode = MANUAL
Flags = START_FRAME_LAST
TransitionKey = UP_SNOWNIGHT
End
TransitionState = DOWN_DEFAULT UP_DAY
Model = ABSupDrop_A4
Animation = ABSupDrop_A4.ABSupDrop_A4
AnimationMode = ONCE
AnimationSpeedFactorRange = 1.0 1.0
Flags = START_FRAME_FIRST
End
TransitionState = DOWN_DEFAULT UP_NIGHT
Model = ABSupDrop_A4N
Animation = ABSupDrop_A4N.ABSupDrop_A4N
AnimationMode = ONCE
AnimationSpeedFactorRange = 1.0 1.0
Flags = START_FRAME_FIRST
End
TransitionState = DOWN_DEFAULT UP_SNOW
Model = ABSupDrop_A4S
Animation = ABSupDrop_A4S.ABSupDrop_A4S
AnimationMode = ONCE
AnimationSpeedFactorRange = 1.0 1.0
Flags = START_FRAME_FIRST
End
TransitionState = DOWN_DEFAULT UP_SNOWNIGHT
Model = ABSupDrop_A4SN
Animation = ABSupDrop_A4SN.ABSupDrop_A4SN
AnimationMode = ONCE
AnimationSpeedFactorRange = 1.0 1.0
Flags = START_FRAME_FIRST
End
TransitionState = UP_DAY DOWN_DEFAULT
Model = ABSupDrop_A4
Animation = ABSupDrop_A4.ABSupDrop_A4
AnimationMode = ONCE_BACKWARDS
AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly
Flags = START_FRAME_LAST
End
TransitionState = UP_NIGHT DOWN_DEFAULT
Model = ABSupDrop_A4N
Animation = ABSupDrop_A4N.ABSupDrop_A4N
AnimationMode = ONCE_BACKWARDS
AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly
Flags = START_FRAME_LAST
End
TransitionState = UP_SNOW DOWN_DEFAULT
Model = ABSupDrop_A4S
Animation = ABSupDrop_A4S.ABSupDrop_A4S
AnimationMode = ONCE_BACKWARDS
AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly
Flags = START_FRAME_LAST
End
TransitionState = UP_SNOWNIGHT DOWN_DEFAULT
Model = ABSupDrop_A4SN
Animation = ABSupDrop_A4SN.ABSupDrop_A4SN
AnimationMode = ONCE_BACKWARDS
AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly
Flags = START_FRAME_LAST
End
End

; ------------ under-construction scaffolding -----------------
Draw = W3DModelDraw ModuleTag_03
AnimationsRequirePower = No
MinLODRequired = MEDIUM
DefaultConditionState
Model = None
TransitionKey = DOWN_DEFAULT
End
ConditionState = NIGHT
Model = None
TransitionKey = DOWN_DEFAULT
End
ConditionState = SNOW
Model = None
TransitionKey = DOWN_DEFAULT
End
ConditionState = SNOW NIGHT
Model = None
TransitionKey = DOWN_DEFAULT
End
ConditionState = PARTIALLY_CONSTRUCTED
Model = ABSupDrop_A6
Animation = ABSupDrop_A6.ABSupDrop_A6
AnimationMode = MANUAL
Flags = START_FRAME_LAST
TransitionKey = UP_DAY
ParticleSysBone = Dust01 BuildingDustChina
ParticleSysBone = Smoke01 BuildUpSmokeChina
ParticleSysBone = Smoke02 BuildUpSmokeChina
ParticleSysBone = Smoke03 BuildUpSmokeChina
ParticleSysBone = Smoke04 BuildUpSmokeChina
ParticleSysBone = Smoke05 BuildUpSmokeChina
End
ConditionState = NIGHT PARTIALLY_CONSTRUCTED
Model = ABSupDrop_A6N
Animation = ABSupDrop_A6N.ABSupDrop_A6N
AnimationMode = MANUAL
Flags = START_FRAME_LAST
TransitionKey = UP_NIGHT
ParticleSysBone = Dust01 BuildingDustChina
ParticleSysBone = Smoke01 BuildUpSmokeChina
ParticleSysBone = Smoke02 BuildUpSmokeChina
ParticleSysBone = Smoke03 BuildUpSmokeChina
ParticleSysBone = Smoke04 BuildUpSmokeChina
ParticleSysBone = Smoke05 BuildUpSmokeChina
End
ConditionState = SNOW PARTIALLY_CONSTRUCTED
Model = ABSupDrop_A6S
Animation = ABSupDrop_A6S.ABSupDrop_A6S
AnimationMode = MANUAL
Flags = START_FRAME_LAST
TransitionKey = UP_SNOW
ParticleSysBone = Dust01 BuildingSnowDust
ParticleSysBone = Smoke01 BuildUpSnowSmoke
ParticleSysBone = Smoke02 BuildUpSnowSmoke
ParticleSysBone = Smoke03 BuildUpSnowSmoke
ParticleSysBone = Smoke04 BuildUpSnowSmoke
ParticleSysBone = Smoke05 BuildUpSnowSmoke
End
ConditionState = SNOW NIGHT PARTIALLY_CONSTRUCTED
Model = ABSupDrop_A6SN
Animation = ABSupDrop_A6SN.ABSupDrop_A6SN
AnimationMode = MANUAL
Flags = START_FRAME_LAST
TransitionKey = UP_SNOWNIGHT
ParticleSysBone = Dust01 BuildingSnowDust
ParticleSysBone = Smoke01 BuildUpSnowSmoke
ParticleSysBone = Smoke02 BuildUpSnowSmoke
ParticleSysBone = Smoke03 BuildUpSnowSmoke
ParticleSysBone = Smoke04 BuildUpSnowSmoke
ParticleSysBone = Smoke05 BuildUpSnowSmoke
End
TransitionState = DOWN_DEFAULT UP_DAY
Model = ABSupDrop_A6
Animation = ABSupDrop_A6.ABSupDrop_A6
AnimationMode = ONCE
AnimationSpeedFactorRange = 1.0 1.0
Flags = START_FRAME_FIRST
End
TransitionState = DOWN_DEFAULT UP_NIGHT
Model = ABSupDrop_A6N
Animation = ABSupDrop_A6N.ABSupDrop_A6N
AnimationMode = ONCE
AnimationSpeedFactorRange = 1.0 1.0
Flags = START_FRAME_FIRST
End
TransitionState = DOWN_DEFAULT UP_SNOW
Model = ABSupDrop_A6S
Animation = ABSupDrop_A6S.ABSupDrop_A6S
AnimationMode = ONCE
AnimationSpeedFactorRange = 1.0 1.0
Flags = START_FRAME_FIRST
End
TransitionState = DOWN_DEFAULT UP_SNOWNIGHT
Model = ABSupDrop_A6SN
Animation = ABSupDrop_A6SN.ABSupDrop_A6SN
AnimationMode = ONCE
AnimationSpeedFactorRange = 1.0 1.0
Flags = START_FRAME_FIRST
End
TransitionState = UP_DAY DOWN_DEFAULT
Model = ABSupDrop_A6
Animation = ABSupDrop_A6.ABSupDrop_A6
AnimationMode = ONCE_BACKWARDS
AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly
Flags = START_FRAME_LAST
End
TransitionState = UP_NIGHT DOWN_DEFAULT
Model = ABSupDrop_A6N
Animation = ABSupDrop_A6N.ABSupDrop_A6N
AnimationMode = ONCE_BACKWARDS
AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly
Flags = START_FRAME_LAST
End
TransitionState = UP_SNOW DOWN_DEFAULT
Model = ABSupDrop_A6S
Animation = ABSupDrop_A6S.ABSupDrop_A6S
AnimationMode = ONCE_BACKWARDS
AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly
Flags = START_FRAME_LAST
End
TransitionState = UP_SNOWNIGHT DOWN_DEFAULT
Model = ABSupDrop_A6SN
Animation = ABSupDrop_A6SN.ABSupDrop_A6SN
AnimationMode = ONCE_BACKWARDS
AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly
Flags = START_FRAME_LAST
End
End

; ------------ being-constructed crane -----------------
;Draw = W3DModelDraw ModuleTag_04
;AnimationsRequirePower = No
;DefaultConditionState
;Model = None
;TransitionKey = DOWN_DEFAULT
;End
;ConditionState = NIGHT
;Model = None
;TransitionKey = DOWN_DEFAULT
;End
;ConditionState = SNOW
;Model = None
;TransitionKey = DOWN_DEFAULT
;End
;ConditionState = SNOW NIGHT
;Model = None
;TransitionKey = DOWN_DEFAULT
;End
;ConditionState = SOLD
;Model = NONE
;End

;ConditionState = ACTIVELY_BEING_CONSTRUCTED
;Model = NBNMissle_A5
;Animation = NBNMissle_A5.NBNMissle_A5
;AnimationMode = LOOP
;TransitionKey = UP_DAY
;End

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

;TransitionState = DOWN_DEFAULT UP_NIGHT
;Model = NBNMissle_ABN
;Animation = NBNMissle_ABN.NBNMissle_ABN
;AnimationMode = ONCE
;AnimationSpeedFactorRange = 1.0 1.0
;Flags = START_FRAME_FIRST
;End
;TransitionState = DOWN_DEFAULT UP_SNOW
;Model = NBNMissle_ABS
;Animation = NBNMissle_ABS.NBNMissle_ABS
;AnimationMode = ONCE
;AnimationSpeedFactorRange = 1.0 1.0
;Flags = START_FRAME_FIRST
;End
;TransitionState = DOWN_DEFAULT UP_SNOWNIGHT
;Model = NBNMissle_ABSN
;Animation = NBNMissle_ABSN.NBNMissle_ABSN
;AnimationMode = ONCE
;AnimationSpeedFactorRange = 1.0 1.0
;Flags = START_FRAME_FIRST
;End
;TransitionState = UP_DAY DOWN_DEFAULT
;Model = NBNMissle_AB
;Animation = NBNMissle_AB.NBNMissle_AB
;AnimationMode = ONCE_BACKWARDS
;AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly
;Flags = START_FRAME_LAST
;End
;TransitionState = UP_NIGHT DOWN_DEFAULT
;Model = NBNMissle_ABN
;Animation = NBNMissle_ABN.NBNMissle_ABN
;AnimationMode = ONCE_BACKWARDS
;AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly
;Flags = START_FRAME_LAST
;End
;TransitionState = UP_SNOW DOWN_DEFAULT
;Model = NBNMissle_ABS
;Animation = NBNMissle_ABS.NBNMissle_ABS
;AnimationMode = ONCE_BACKWARDS
;AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly
;Flags = START_FRAME_LAST
;End
;TransitionState = UP_SNOWNIGHT DOWN_DEFAULT
;Model = NBNMissle_ABSN
;Animation = NBNMissle_ABSN.NBNMissle_ABSN
;AnimationMode = ONCE_BACKWARDS
;AnimationSpeedFactorRange = 2.0 2.0 ; play teardown animations more quickly
;Flags = START_FRAME_LAST
;End
;End

; Blinking lights
;Draw = W3DModelDraw ModuleTag_05
;OkToChangeModelColor = Yes
; day
;ConditionState = NONE
;Model = NBNMissle_AC
;Animation = NONE
;End
;ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED
;Model = NBNMissle_AC
;Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT
;End
;ConditionState = AWAITING_CONSTRUCTION
;Model = NONE
;End
;ConditionState = DOOR_1_OPENING
;Model = NBNMissle_AC
;Animation = NBNMissle_AC.NBNMissle_AC
;AnimationMode = LOOP
;Flags = START_FRAME_FIRST
;End
;ConditionState = DOOR_1_WAITING_OPEN
;Model = NBNMissle_AC
;Animation = NBNMissle_AC.NBNMissle_AC
;AnimationMode = LOOP
;Flags = START_FRAME_LAST
;End
;ConditionState = DOOR_1_WAITING_TO_CLOSE
;Model = NBNMissle_AC
;Animation = NBNMissle_AC.NBNMissle_AC
;AnimationMode = LOOP
;Flags = START_FRAME_FIRST
;WeaponLaunchBone = PRIMARY RockPos
;End
;ConditionState = DOOR_1_CLOSING
;Model = NBNMissle_AC
;Animation = NBNMissle_AC.NBNMissle_AC
;AnimationMode = LOOP
;Flags = START_FRAME_FIRST
;End
;End

PlacementViewAngle = 135

; ***DESIGN parameters ***
DisplayName = OBJECT:CruiseMissile
Side = America
EditorSorting = STRUCTURE
Prerequisites
Object = AmericaWarFactory
Object = AmericaStrategyCenter
End

BuildCost = 2000
BuildTime = 60.0 ; in seconds
EnergyProduction = -10
VisionRange = 200.0 ; Shroud clearing distance
ShroudClearingRange = 200
CommandSet = SupW_AmericaCruiseMissileCommandSet
ArmorSet
Conditions = None
Armor = StructureArmorTough
DamageFX = StructureDamageFXNoShake
End
ExperienceValue = 400 400 400 400 ; Experience point value at each level
MaxSimultaneousOfType = DeterminedBySuperweaponRestriction ; Normally unlimited, but can be selected by players in multiplayer games
MaxSimultaneousLinkKey = Superweapon ; Count all superweapons **AND THE GLA SCUD STORM REBUILD HOLE** as one "type" for MaxSimultaneousOfType

; *** AUDIO Parameters ***
VoiceSelect = NuclearMissileSelect
SoundOnDamaged = BuildingDamagedStateLight
SoundOnReallyDamaged = BuildingDestroy

UnitSpecificSounds
UnderConstruction = UnderConstructionLoop
End

; *** ENGINEERING Parameters ***
RadarPriority = STRUCTURE
KindOf = PRELOAD STRUCTURE SELECTABLE IMMOBILE SCORE CAPTURABLE FS_TECHNOLOGY POWERED MP_COUNT_FOR_VICTORY
Body = StructureBody ModuleTag_06
MaxHealth = 4000.0
InitialHealth = 4000.0
End



Behavior = OCLSpecialPower ModuleTag_07
SpecialPowerTemplate = SupW_CruiseMissile
OCL = SUPERWEAPON_CruiseMissile
End
Behavior = SpecialPowerCreate ModuleTag_08
;nothing
End
Behavior = MissileLauncherBuildingUpdate ModuleTag_09
SpecialPowerTemplate = SupW_CruiseMissile
DoorOpenTime = 8000
DoorWaitOpenTime = 2000
DoorCloseTime = 8000

; FXLists to play at transitions:
DoorOpeningFX = ChinaNuclearMissileLauncherDoorOpen
;DoorOpenFX = FX_ABPowerPlantExplode
DoorWaitingToCloseFX = ChinaNuclearMissileLauncherLaunch
;DoorClosingFX = FX_ABPowerPlantExplode
;DoorClosedFX = FX_ABPowerPlantExplode

; looping sound to play while open:
DoorOpenIdleAudio = BuildingNeutronMissileHiss
End

Behavior = ProductionUpdate ModuleTag_10
DisabledTypesToProcess = DISABLED_HELD DISABLED_UNDERPOWERED
End

Behavior = DestroyDie ModuleTag_11
;Nothing
End

Behavior = FireWeaponWhenDeadBehavior ModuleTag_12
DeathWeapon = ChinaPowerPlantDeathWeapon
StartsActive = Yes
End

Behavior = FlammableUpdate ModuleTag_14
AflameDuration = 5000 ; If I catch fire, I'll burn for this long...
AflameDamageAmount = 5 ; taking this much damage...
AflameDamageDelay = 500 ; this often.
End

Behavior = TransitionDamageFX ModuleTag_15
;-------------DESIGNED FOR MEDIUM SIZED FACTION BUILDING TRANSITIONS-------------------
DamagedParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionMediumSmoke
;---------------------------------------------------------------------------------------
ReallyDamagedParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionMediumSmoke
ReallyDamagedParticleSystem2 = Bone:None RandomBone:No PSys:StructureTransitionMediumExplosion
ReallyDamagedParticleSystem3 = Bone:None RandomBone:No PSys:StructureTransitionMediumShockwave
End

Behavior = CreateObjectDie ModuleTag_20
CreationList = OCL_LargeStructureDebris
End

Behavior = FXListDie ModuleTag_21
ExemptStatus = UNDER_CONSTRUCTION
DeathFX = FX_NukeGLA
End

Behavior = ProductionUpdate ModuleTag_22
; This is needed in order to get a public timer to work!
End


Geometry = BOX
GeometryMajorRadius = 45.0
GeometryMinorRadius = 55.0
GeometryHeight = 64.0
GeometryIsSmall = No
Shadow = SHADOW_VOLUME
BuildCompletion = PLACED_BY_PLAYER

End
Zeke
Are you planning to give this to VUSA?

Also can I see the build button and dozer's commandset codes as well
Admiral*Alex
QUOTE (Zeke @ 4 Jun 2013, 20:20) *
Are you planning to give this to VUSA?

Also can I see the build button and dozer's commandset codes as well


yes it's going to vanilla US
COMMAND BUTTON

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

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

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

CommandButton Command_ConstructAmericaCruiseMissileLauncher
Command = DOZER_CONSTRUCT
Object = SupW_AmericaCruiseMissileLauncher
TextLabel = CONTROLBAR:ConstructAmericaICBMLauncher
ButtonImage = SAICBM
ButtonBorderType = BUILD ; Identifier for the User as to what kind of button this is
DescriptLabel = CONTROLBAR:ToolTipAmericaICBMLauncher
End
--------------------------------------------------------------------------
COMMAND SET
CommandSet AmericaDozerCommandSet
1 = Command_ConstructAmericaPowerPlant
2 = Command_ConstructAmericaStrategyCenter
3 = Command_ConstructAmericaBarracks
4 = Command_ConstructAmericaSupplyDropZone
5 = Command_ConstructAmericaSupplyCenter
6 = Command_ConstructAmericaParticleCannonUplink
7 = Command_ConstructAmericaPatriotBattery
8 = Command_ConstructAmericaCommandCenter
9 = Command_ConstructAmericaFireBase
10 = Command_ConstructAmericaCruiseMissileLauncher
11 = Command_ConstructAmericaWarFactory
13 = Command_ConstructAmericaAirfield
14 = Command_DisarmMinesAtPosition
End
----------------------------------------------------------------------------
Also something i forgot to mench in the dozer's build que its say the ICBM, BUT in the commandset it say the Cruise missile launcher how cant be?
picture included
Zeke
1. You have 2 build buttons for the ICBM and they're conflicting each other. Delete one.
2. Download Generals.str, place it in your data folder, open it, find the string and edit it/add a new one.
Admiral*Alex
QUOTE (Zeke @ 4 Jun 2013, 20:54) *
1. You have 2 build buttons for the ICBM and they're conflicting each other. Delete one.
2. Download Generals.str, place it in your data folder, open it, find the string and edit it/add a new one.


thank you zeke for your help
Spec
Actually, There Is Already A Building Code for the Cruise Missile that's why it Conflicts. Or Search It in the SupW General INI. Just Add The Command Button to the SUPW Dozer. That's It. You Have the Silo.
Admiral*Alex
QUOTE (Pulse Laser Cannon @ 30 Jun 2013, 0:23) *
Actually, There Is Already A Building Code for the Cruise Missile that's why it Conflicts. Or Search It in the SupW General INI. Just Add The Command Button to the SUPW Dozer. That's It. You Have the Silo.


thanks i've all right's got it and the tomahawk storm working but do you know how to create a neutron tomahawk missile?
Spec
QUOTE (general alex @ 30 Jun 2013, 23:42) *
thanks i've all right's got it and the tomahawk storm working but do you know how to create a neutron tomahawk missile?

Add Some Effects In The Tomahawk Storm Weapon like get Some OCLs and FXList and Add It to the Weapon.
Spec
QUOTE (general alex @ 30 Jun 2013, 23:42) *
thanks i've all right's got it and the tomahawk storm working but do you know how to create a neutron tomahawk missile?

Try This One, I made this for the Super Weapon General myself.
;------------------------------------------------------------------------------
Weapon SupW_TomahawkMissileWeapon
PrimaryDamage = 250.0
PrimaryDamageRadius = 10.0
SecondaryDamage = 50.0
SecondaryDamageRadius = 25.0
ScatterRadiusVsInfantry = 20.0 ;When this weapon is used against infantry, it can randomly miss by as much as this distance.
AttackRange = 550.0
PreAttackDelay = 250
PreAttackType = PER_SHOT ; Do the delay every single shot
MinimumAttackRange = 100.0
DamageType = EXPLOSION
DeathType = EXPLODED
FireFX = FX_TomahawkIgnition
ProjectileObject = TomahawkMissile
ProjectileExhaust = TomahawkMissileExhaust
VeterancyProjectileExhaust = HEROIC HeroicTomahawkMissileExhaust
; ProjectileDetonationFX = WeaponFX_TomahawkMissileDetonation
ProjectileDetonationFX = WeaponFX_BombTruckDefaultBombDetonation
ProjectileDetonationOCL = OCL_TomahawkMissileSpheroids
RadiusDamageAffects = SELF ALLIES ENEMIES NEUTRALS NOT_SIMILAR
DelayBetweenShots = 1
ClipSize = 1 ; how many shots in a Clip (0 == infinite)
ClipReloadTime = 8600 ; how long to reload a Clip, msec
; Uses a clip of one to get the Reloading modelcondition
CapableOfFollowingWaypoints = Yes
ShockWaveAmount = 200.0 ; represents the shockwave amount. The larger the amount, the greater and more dramatic the shockwave effect
ShockWaveRadius = 160.0 ;80 ; should be no more than the primary/secondary damage radius, whichever is larger.
ShockWaveTaperOff = 0.33 ; 0.33 means at the shockwave edge, the shockwave amount is 33%.

; note, these only apply to units that aren't the explicit target
; (ie, units that just happen to "get in the way"... projectiles
; always collide with the Designated Target, regardless of these flags
ProjectileCollidesWith = STRUCTURES
End
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