For fans of C&C, BFME and Dune games, plus every game using one of the universes as its battleground.

Forum Thread
by member
  Posts  
GLA Airfield Help (Groups : SAGE 2D & 3D fans : Forum : Modding Q&A : GLA Airfield Help) Locked
Thread Options
Dec 23 2009, 4:41pm Anchor

I'm taking a break from RA2 moding to try some generals moding, and one of the things I was doing is making a GLA airfield.
Yet I get an error when I launch Zero Hour. Can someone help?

The Airfield Was made by <!-- Here is my shoddy attempt at coding...
If I need to put other code here, let me know.

code:
;------------------------------------------------------------------------------
;GLA AFC
Object GLAirfield

  ; *** ART Parameters ***
  SelectPortrait         = SNAirfield_L
  ButtonImage            = SNAirfield
  Draw = W3DModelDraw ModuleTag_01

    OkToChangeModelColor = Yes

    ExtraPublicBone = Runway1Parking1
    ExtraPublicBone = Runway1Parking2
    ExtraPublicBone = Runway2Parking1
    ExtraPublicBone = Runway2Parking2
    ExtraPublicBone = Runway1Park1Han
    ExtraPublicBone = Runway1Park2Han
    ExtraPublicBone = Runway2Park1Han
    ExtraPublicBone = Runway2Park2Han
    ExtraPublicBone = Runway1Prep1
    ExtraPublicBone = Runway1Prep2
    ExtraPublicBone = Runway2Prep1
    ExtraPublicBone = Runway2Prep2
    ExtraPublicBone = RunwayStart1
    ExtraPublicBone = RunwayStart2
    ExtraPublicBone = RunwayEnd1
    ExtraPublicBone = RunwayEnd2

; ------------- DAY ------------------    

    DefaultConditionState
      Model         = UBAirfield
      Animation     = UBAirfield.NBAirfield
      AnimationMode = LOOP
    End
    ConditionState = DAMAGED
      Model         = UBAirfield_D
      Animation     = UBAirfield_D.UBAirfield_D
      AnimationMode = LOOP
    End
    ConditionState = REALLYDAMAGED RUBBLE
      Model         = UBAirfield_D
      Animation     = UBAirfield_D.UBAirfield_D
      AnimationMode = LOOP
    End
   
; ------------- SNOW ------------------        
    ConditionState  = SNOW
      Model         = UBAirfield_S
      Animation     = UBAirfield_S.UBAirfield_S
      AnimationMode = LOOP
    End
    ConditionState = DAMAGED SNOW
      Model         = UBAirfield_DS
      Animation     = UBAirfield_DS.UBAirfield_DS
      AnimationMode = LOOP
    End
    ConditionState = REALLYDAMAGED RUBBLE SNOW
      Model         = UBAirfield_DS
      Animation     = UBAirfield_DS.UBAirfield_DS
      AnimationMode = LOOP
    End
   
; ------------- NIGHT ------------------      

    DefaultConditionState
      Model         = UBAirfield
      Animation     = UBAirfield.NBAirfield
      AnimationMode = LOOP
    End
    ConditionState = DAMAGED
      Model         = UBAirfield_D
      Animation     = UBAirfield_D.UBAirfield_D
      AnimationMode = LOOP
    End
    ConditionState = REALLYDAMAGED RUBBLE
      Model         = UBAirfield_D
      Animation     = UBAirfield_D.UBAirfield_D
      AnimationMode = LOOP
    End
   
; ------------- NIGHT SNOW------------------      
   
    ConditionState  = SNOW
      Model         = UBAirfield_S
      Animation     = UBAirfield_S.UBAirfield_S
      AnimationMode = LOOP
    End
    ConditionState = DAMAGED SNOW
      Model         = UBAirfield_DS
      Animation     = UBAirfield_DS.UBAirfield_DS
      AnimationMode = LOOP
    End
    ConditionState = REALLYDAMAGED RUBBLE SNOW
      Model         = UBAirfield_DS
      Animation     = UBAirfield_DS.UBAirfield_DS
      AnimationMode = LOOP
    End
   
    ;**************************************************************************************************************************
    ;This block handles every possible case with construction process, selling process, awaiting construction, and sold states
    ;for this draw module
    ConditionState       =  PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED
      Model              = UBAirfield
      Animation          = UBAirfield.UBAirfield
      AnimationMode      = LOOP
      Flags              = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT
    End
    ConditionState       =  PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED DAMAGED
      Model              = UBAirfield_D
      Animation          = UBAirfield_D.UBAirfield_D
      AnimationMode      = LOOP
      Flags              = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT
    End
    ConditionState       =  PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED REALLYDAMAGED
      Model              = UBAirfield_D
      Animation          = UBAirfield_D.NBAirfield_D
      AnimationMode      = LOOP
      Flags              = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT
    End
    ConditionState       =  PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT
      Model              = UBAirfield
      Animation          = UBAirfield.UBAirfield
      AnimationMode      = LOOP
      Flags              = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT
    End
    ConditionState       =  PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT DAMAGED
      Model              = UBAirfield_D
      Animation          = UBAirfield_D.NBAirfield_D
      AnimationMode      = LOOP
      Flags              = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT
    End
    ConditionState       =  PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT REALLYDAMAGED
      Model              = UBAirfield_D
      Animation          = UBAirfield_D.NBAirfield_D
      AnimationMode      = LOOP
      Flags              = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT
    End
    ConditionState       =  PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED SNOW
      Model              = UBAirfield_S
      Animation          = UBAirfield_S.UBAirfield_S
      AnimationMode      = LOOP
      Flags              = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT
    End
    ConditionState       =  PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED SNOW DAMAGED
      Model              = UBAirfield_DS
      Animation          = UBAirfield_DS.UBAirfield_DS
      AnimationMode      = LOOP
      Flags              = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT
    End
    ConditionState       =  PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED SNOW REALLYDAMAGED
      Model              = UBAirfield_DS
      Animation          = UBAirfield_DS.UBAirfield_DS
      AnimationMode      = LOOP
      Flags              = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT
    End
    ConditionState       =  PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT SNOW
      Model              = UBAirfield_S
      Animation          = UBAirfield_S.UBAirfield_S
      AnimationMode      = LOOP
      Flags              = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT
    End
    ConditionState       =  PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT SNOW DAMAGED
      Model              = UBAirfield_DS
      Animation          = UBAirfield_DS.UBAirfield_DS
      AnimationMode      = LOOP
      Flags              = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT
    End
    ConditionState       =  PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT SNOW REALLYDAMAGED
      Model              = UBAirfield_DS
      Animation          = UBAirfield_DS.UBAirfield_DS
      AnimationMode      = LOOP
      Flags              = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT
    End

    ConditionState       = AWAITING_CONSTRUCTION
      Model              = NONE
    End
    AliasConditionState  = AWAITING_CONSTRUCTION DAMAGED
    AliasConditionState  = AWAITING_CONSTRUCTION REALLYDAMAGED
    AliasConditionState  = AWAITING_CONSTRUCTION NIGHT
    AliasConditionState  = AWAITING_CONSTRUCTION NIGHT DAMAGED
    AliasConditionState  = AWAITING_CONSTRUCTION NIGHT REALLYDAMAGED
    AliasConditionState  = AWAITING_CONSTRUCTION SNOW
    AliasConditionState  = AWAITING_CONSTRUCTION SNOW DAMAGED
    AliasConditionState  = AWAITING_CONSTRUCTION SNOW REALLYDAMAGED
    AliasConditionState  = AWAITING_CONSTRUCTION NIGHT SNOW
    AliasConditionState  = AWAITING_CONSTRUCTION NIGHT SNOW DAMAGED
    AliasConditionState  = AWAITING_CONSTRUCTION NIGHT SNOW REALLYDAMAGED
    AliasConditionState  = SOLD
    AliasConditionState  = SOLD DAMAGED
    AliasConditionState  = SOLD REALLYDAMAGED
    AliasConditionState  = SOLD NIGHT
    AliasConditionState  = SOLD NIGHT DAMAGED
    AliasConditionState  = SOLD NIGHT REALLYDAMAGED
    AliasConditionState  = SOLD SNOW
    AliasConditionState  = SOLD SNOW DAMAGED
    AliasConditionState  = SOLD SNOW REALLYDAMAGED
    AliasConditionState  = SOLD NIGHT SNOW
    AliasConditionState  = SOLD NIGHT SNOW DAMAGED
    AliasConditionState  = SOLD NIGHT SNOW REALLYDAMAGED
    ;**************************************************************************************************************************
   
   
  End
 
 
  Draw = W3DModelDraw ModuleTag_02
    DefaultConditionState
      Model           = None
    End
  End

 

 ; ------------ construction-zone fence -----------------
  Draw = W3DModelDraw ModuleTag_06
  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           = UBPalace_A4
      Animation       = UBPalace_A4.UBPalace_A4
      AnimationMode   = MANUAL
      Flags           = START_FRAME_LAST
      TransitionKey   = UP_DAY
    End
    ConditionState    = NIGHT AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED
      Model           = UBPalace_A4N
      Animation       = UBPalace_A4N.UBPalace_A4N
      AnimationMode   = MANUAL
      Flags           = START_FRAME_LAST
      TransitionKey   = UP_NIGHT
    End
    ConditionState    = SNOW AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED
      Model           = UBPalace_A4S
      Animation       = UBPalace_A4S.UBPalace_A4S
      AnimationMode   = MANUAL
      Flags           = START_FRAME_LAST
      TransitionKey   = UP_SNOW
    End
    ConditionState    = SNOW NIGHT AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED
      Model           = UBPalace_A4SN
      Animation       = UBPalace_A4SN.UBPalace_A4SN
      AnimationMode   = MANUAL
      Flags           = START_FRAME_LAST
      TransitionKey   = UP_SNOWNIGHT
    End
    TransitionState   = DOWN_DEFAULT UP_DAY
      Model           = UBPalace_A4
      Animation       = UBPalace_A4.UBPalace_A4
      AnimationMode   = ONCE
      AnimationSpeedFactorRange = 1.0 1.0
      Flags           = START_FRAME_FIRST
    End
    TransitionState   = DOWN_DEFAULT UP_NIGHT
      Model           = UBPalace_A4N
      Animation       = UBPalace_A4N.UBPalace_A4N
      AnimationMode   = ONCE
      AnimationSpeedFactorRange = 1.0 1.0
      Flags           = START_FRAME_FIRST
    End
    TransitionState   = DOWN_DEFAULT UP_SNOW
      Model           = UBPalace_A4S
      Animation       = UBPalace_A4S.UBPalace_A4S
      AnimationMode   = ONCE
      AnimationSpeedFactorRange = 1.0 1.0
      Flags           = START_FRAME_FIRST
    End
    TransitionState   = DOWN_DEFAULT UP_SNOWNIGHT
      Model           = UBPalace_A4SN
      Animation       = UBPalace_A4SN.UBPalace_A4SN
      AnimationMode   = ONCE
      AnimationSpeedFactorRange = 1.0 1.0
      Flags           = START_FRAME_FIRST
    End
    TransitionState   = UP_DAY DOWN_DEFAULT
      Model           = UBPalace_A4
      Animation       = UBPalace_A4.UBPalace_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           = UBPalace_A4N
      Animation       = UBPalace_A4N.UBPalace_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           = UBPalace_A4S
      Animation       = UBPalace_A4S.UBPalace_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           = UBPalace_A4SN
      Animation       = UBPalace_A4SN.UBPalace_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           = UBPalace_A6
      Animation       = UBPalace_A6.UBPalace_A6
      AnimationMode   = MANUAL
      Flags           = START_FRAME_LAST
      TransitionKey   = UP_DAY
      ParticleSysBone = Dust01 BuildingDust
      ParticleSysBone = Smoke01 BuildUpSmoke
      ParticleSysBone = Smoke02 BuildUpSmoke
      ParticleSysBone = Smoke03 BuildUpSmoke
      ParticleSysBone = Smoke04 BuildUpSmoke
      ParticleSysBone = Smoke05 BuildUpSmoke
    End
    ConditionState    = NIGHT PARTIALLY_CONSTRUCTED
      Model           = UBPalace_A6N
      Animation       = UBPalace_A6N.UBPalace_A6N
      AnimationMode   = MANUAL
      Flags           = START_FRAME_LAST
      TransitionKey   = UP_NIGHT
      ParticleSysBone = Dust01 BuildingDust
      ParticleSysBone = Smoke01 BuildUpSmoke
      ParticleSysBone = Smoke02 BuildUpSmoke
      ParticleSysBone = Smoke03 BuildUpSmoke
      ParticleSysBone = Smoke04 BuildUpSmoke
      ParticleSysBone = Smoke05 BuildUpSmoke
    End
    ConditionState    = SNOW PARTIALLY_CONSTRUCTED
      Model           = UBPalace_A6S
      Animation       = UBPalace_A6S.UBPalace_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           = UBPalace_A6SN
      Animation       = UBPalace_A6SN.UBPalace_A6SN
      AnimationMode   = MANUAL
      Flags           = START_FRAME_LAST
      TransitionKey   = UP_SNOWNIGHT
      ParticleSysBone = Dust01 BuildingNightSnowDust
      ParticleSysBone = Smoke01 BuildUpNightSnowSmoke
      ParticleSysBone = Smoke02 BuildUpNightSnowSmoke
      ParticleSysBone = Smoke03 BuildUpNightSnowSmoke
      ParticleSysBone = Smoke04 BuildUpNightSnowSmoke
      ParticleSysBone = Smoke05 BuildUpNightSnowSmoke
    End
    TransitionState   = DOWN_DEFAULT UP_DAY
     Model            = UBPalace_A6
      Animation       = UBPalace_A6.UBPalace_A6
      AnimationMode   = ONCE
      AnimationSpeedFactorRange = 1.0 1.0
      Flags           = START_FRAME_FIRST
    End
    TransitionState   = DOWN_DEFAULT UP_NIGHT
     Model            = UBPalace_A6N
      Animation       = UBPalace_A6N.UBPalace_A6N
      AnimationMode   = ONCE
      AnimationSpeedFactorRange = 1.0 1.0
      Flags           = START_FRAME_FIRST
    End
    TransitionState   = DOWN_DEFAULT UP_SNOW
     Model            = UBPalace_A6S
      Animation       = UBPalace_A6S.UBPalace_A6S
      AnimationMode   = ONCE
      AnimationSpeedFactorRange = 1.0 1.0
      Flags           = START_FRAME_FIRST
    End
    TransitionState   = DOWN_DEFAULT UP_SNOWNIGHT
     Model            = UBPalace_A6SN
      Animation       = UBPalace_A6SN.UBPalace_A6SN
      AnimationMode   = ONCE
      AnimationSpeedFactorRange = 1.0 1.0
      Flags           = START_FRAME_FIRST
    End
    TransitionState   = UP_DAY DOWN_DEFAULT
      Model           = UBPalace_A6
      Animation       = UBPalace_A6.UBPalace_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           = UBPalace_A6N
      Animation       = UBPalace_A6N.UBPalace_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           = UBPalace_A6S
      Animation       = UBPalace_A6S.UBPalace_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           = UBPalace_A6SN
      Animation       = UBPalace_A6SN.UBPalace_A6SN
      AnimationMode   = ONCE_BACKWARDS
      AnimationSpeedFactorRange = 2.0 2.0   ; play teardown animations more quickly
      Flags           = START_FRAME_LAST
    End
  End


 

  PlacementViewAngle = -45

  ; ***DESIGN parameters ***
  DisplayName      = OBJECT:GLAirfield
  Side             = GLA
  EditorSorting    = STRUCTURE
  Prerequisites
    Object = GLAArmsDealer
  End
  BuildCost        = 1500
  BuildTime        = 30.0           ; in seconds
  EnergyProduction = 0
  CommandSet       = GLAirfieldCommandSet
  VisionRange     = 200.0           ; Shroud clearing distance
  ShroudClearingRange = 200
  ArmorSet
    Conditions      = None
    Armor           = StructureArmor
    DamageFX        = StructureDamageFXNoShake
  End
  ExperienceValue     = 150 150 150 150  ; Experience point value at each level

  ; *** AUDIO Parameters ***
  VoiceSelect = AirfieldChinaSelect
  SoundDie              = BuildingDie
  SoundOnDamaged        = BuildingDamagedStateLight
  SoundOnReallyDamaged  = BuildingDestroy

  UnitSpecificSounds
    UnderConstruction     = UnderConstructionLoop
  End

  ; *** ENGINEERING Parameters ***
  RadarPriority   = STRUCTURE
  KindOf          = PRELOAD STRUCTURE SELECTABLE IMMOBILE AIRFIELD SCORE CAPTURABLE FS_TECHNOLOGY MP_COUNT_FOR_VICTORY FS_FACTORY
  Body            = StructureBody ModuleTag_09
    MaxHealth       = 1500.0
    InitialHealth   = 1500.0
  End

  Behavior = ParkingPlaceBehavior ModuleTag_10
    HealAmountPerSecond   = 10
    NumRows               = 2
    NumCols               = 2
    HasRunways            = Yes
    ApproachHeight        = 50
    ParkInHangars         = Yes
  End

  Behavior = ProductionUpdate ModuleTag_11
    NumDoorAnimations            = 0
    DoorOpeningTime              = 0  ;in mSeconds
    DoorWaitOpenTime             = 0  ;in mSeconds
    DoorCloseTime                = 0  ;in mSeconds
    ConstructionCompleteDuration = 0  ;in mSeconds
  End

  Behavior = DestroyDie ModuleTag_12
    ;nothing
  End
  Behavior             = CreateObjectDie ModuleTag_13
    CreationList  = OCL_ABPowerPlantExplode
  End
  Behavior             = FXListDie ModuleTag_14
    DeathFX       = FX_StructureMediumDeath
  End

  Behavior             = RebuildHoleExposeDie ModuleTag_06
    HoleName      = GLAHolePalace
    HoleMaxHealth = 500.0
  End
  Behavior = DestroyDie ModuleTag_07
    ;nothing
  End

  Behavior = FlammableUpdate ModuleTag_17
    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_18
    ;-------------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

  Geometry            = BOX
  GeometryMajorRadius = 83.0
  GeometryMinorRadius = 76.0
  GeometryHeight      = 25.0
  GeometryIsSmall     = No
  Shadow          = SHADOW_VOLUME
  BuildCompletion = PLACED_BY_PLAYER

End
Jan 22 2010, 6:04pm Anchor

why not just use the usa/china code of the airfield and put it in the GLA section?

Reply to Thread
click to sign in and post

Only registered members can share their thoughts. So come on! Join the community today (totally free - or sign in with your social account on the right) and join in the conversation.