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[HowTo] Add The ICBM Missle Silo


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#1 Chrizz

    E-Studios™ 2012

  • Gold Member
  • 2012 posts
  • Projects: C&C3: Tiberium Icestorm

Posted 07 November 2005 - 22:14

[code]
Alright guys here’s a very straight forward tutorial on adding a the ICBM. The files you'll need are SpecialPower.ini, AmericaSuperWeaponGeneral.ini, CommandButton.ini, CommandSet.ini.

You need an INI folder in the Data folder. If you don't have the folders in the right area, you'll either not see your new unit in the commandbar menu, this has to do with the inis. If everything is working you'll see your ICBM in the commandbar.

Ok now on to business

First open the SpecialPower.ini and then paste this into the file you just opened.

;-----------------------------------------------------------------------------
SpecialPower SupW_CruiseMissile
 Enum                    = SUPR_SPECIAL_CRUISE_MISSILE;    
 ReloadTime              = 120000  ; in milliseconds. min is 2x door/open close time!
 InitiateSound           = AirRaidSiren ; plays at source
 InitiateAtLocationSound = AirRaidSiren ; plays at target
 PublicTimer             = Yes
 ViewObjectDuration      = 40000
 ViewObjectRange         = 250
 RadiusCursorRadius      = 210
 ShortcutPower           = Yes    ;Capable of being fired by the side-bar shortcut.
 AcademyClassify     = ACT_SUPERPOWER;Considered a powerful special power that a player could fire. Not for simpler unit based powers.
End

Now save your work. Now open the ini called CommandSet.ini. Then add this into the SupW_Generals Dozer.

CommandSet SupW_AmericaDozerCommandSet
   10 = SupW_Command_ConstructAmericaCruiseMissileLauncher
End

Now save your work, and then open CommandButton.ini.

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

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

Now save your work, and then open SuperWeaponGeneral.ini.

;------------------------------------------------------------------------------
;China Neutron Missile, NukeSilo, Nuke Silo
Object SupW_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
     Pa



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