booto 0 Report post Posted June 21, 2007 Are there people idling about here who are quite knowledgeable about ini scripting of sage engine things? (gens through to the most recent bfme thing - specifically the legal syntax of GameObject blocks) Share this post Link to post Share on other sites
booto 0 Report post Posted June 24, 2007 Nobody? The reason I ask this is because I've started taking a look at the GameObject stream type, but I'm not really familiar with various syntaxes allowed in previous sage engines, etc (beyond googling). It would be helpful if there was someone about who was fairly knowledgeable about this stuff who I could ask about stuff. At the moment, I'm outputting the processed stream in a format similar to gens/bfme ini style, it's just an output format to try and work out what blocks are, etc... the original input format was believed to by an xml form of this data. An example of what I can currently 'automagically' output: Object GDIRefinery SelectPortrait = Portrait_GDIRefinery SelectPortrait = Portrait_GDIRefinery DisplayName = Name:GDIRefinery Cost = 2000 PreRequisites Object = End CommandSet = GDIRefineryCommandSet ArmorSet Armor = GDIRefineryArmor DamageFX = FactionStructureDamageFX End Draw = W3DScriptedModelDraw ModuleTag_Draw DefaultConditionState Model = GBRefinery End ConditionState = STRUCTURE_UNPACKING Model = GBREFINERY_ASN End ConditionState = DAMAGED Model = GBREFINERY_D2 ParticleSysBone = FXBone01 GDIRefineryDamagedSmoke ParticleSysBone = FXBone02 GDIRefineryDamagedSmoke ParticleSysBone = FXBone02 GDIRefineryDamagedFire ParticleSysBone = FXBone02 GDIRefineryDamagedDist ParticleSysBone = FXSmokeStackA GDIRefinerySmoke ParticleSysBone = FXSmokeStackA GDIRefinerySmokeDistortion ParticleSysBone = FXTiberiumA GDIRefineryTibA ParticleSysBone = FXTiberiumA GDIRefineryTibDistortionA End ConditionState = REALLYDAMAGED Model = GBREFINERY_D2 ParticleSysBone = FXBone01 GDIRefineryDamagedSmoke ParticleSysBone = FXBone01 GDIRefineryDamagedFire ParticleSysBone = FXBone01 GDIRefineryDamagedDist ParticleSysBone = FXBone02 GDIRefineryDamagedDist ParticleSysBone = FXBone02 GDIRefineryDamagedSmoke ParticleSysBone = FXBone02 GDIRefineryDamagedFire ParticleSysBone = FXBone03 GDIRefineryDamagedSteam ParticleSysBone = FXBone03 GDIRefineryDamagedDist2 ParticleSysBone = FXSmokeStackA GDIRefinerySmoke ParticleSysBone = FXSmokeStackA GDIRefinerySmokeDistortion ParticleSysBone = FXTiberiumA GDIRefineryTibA ParticleSysBone = FXTiberiumA GDIRefineryTibDistortionA End ConditionState = DYING Model = GBREFINERY_D3 End ConditionState = USER_1 Model = GBRefinery ParticleSysBone = FXSmokeStackA GDIRefinerySmoke ParticleSysBone = FXSmokeStackA GDIRefinerySmokeDistortion ParticleSysBone = FXSmokeStackB GDIRefinerySmoke ParticleSysBone = FXSmokeStackB GDIRefinerySmokeDistortion ParticleSysBone = FXTiberiumA GDIRefineryTibA ParticleSysBone = FXTiberiumA GDIRefineryTibDistortionA End TransitionState = STATE_bored End TransitionState = STATE_Buildup Animation = GBREFINERY_AAN AnimationMode = ONCE ParticleSysBone = NONE Con_Large StateName = STRUCTURE_UNPACKING End TransitionState = Animation = GBREFINERY_AAN AnimationMode = ONCE StateName = TRANS_Buildup End TransitionState = STATE_Damaged Flags = START_FRAME_FIRST Animation = GBREFINERY_D2A AnimationMode = MANUAL StateName = DAMAGED End TransitionState = STATE_ReallyDamaged Animation = GBREFINERY_D2A AnimationMode = ONCE BeginScript Prev = CurDrawablePrevAnimationState(); if Prev == "STATE_Damaged" then CurDrawableSetTransitionAnimState("TRANS_DamagedToReallyDamaged") end; EndScript StateName = REALLYDAMAGED End TransitionState = STATE_Dying Animation = GBREFINERY_D3A AnimationMode = ONCE ParticleSysBone = NONE Des_Large StateName = DYING End TransitionState = Animation = GBREFINERY_D2A AnimationMode = ONCE StateName = TRANS_DamagedToReallyDamaged End End Draw = W3DScriptedModelDraw ModuleTag_Draw_TIB DefaultConditionState Model = GBREFINERY_TIB End ConditionState = STRUCTURE_UNPACKING Model = NBEMPTY_ABLD End TransitionState = BeginScript CurDrawableHideSubObject("Tib_25") CurDrawableHideSubObject("Tib_50") CurDrawableHideSubObject("Tib_75") CurDrawableHideSubObject("Tib_100") CurDrawableHideSubObject("FXGlows_25") CurDrawableHideSubObject("FXGlows_50") CurDrawableHideSubObject("FXGlows_75") CurDrawableHideSubObject("FXGlows_100") EndScript End TransitionState = STATE_Buildup Animation = NBEMPTY_ABLD AnimationMode = ONCE StateName = STRUCTURE_UNPACKING End TransitionState = BeginScript CurDrawableShowSubObject("Tib_25") CurDrawableHideSubObject("Tib_50") CurDrawableHideSubObject("Tib_75") CurDrawableHideSubObject("Tib_100") CurDrawableShowSubObject("FXGlows_25") CurDrawableHideSubObject("FXGlows_50") CurDrawableHideSubObject("FXGlows_75") CurDrawableHideSubObject("FXGlows_100") EndScript StateName = MONEY_STORED_AMOUNT_1 End TransitionState = BeginScript CurDrawableHideSubObject("Tib_25") CurDrawableShowSubObject("Tib_50") CurDrawableHideSubObject("Tib_75") CurDrawableHideSubObject("Tib_100") CurDrawableHideSubObject("FXGlows_25") CurDrawableShowSubObject("FXGlows_50") CurDrawableHideSubObject("FXGlows_75") CurDrawableHideSubObject("FXGlows_100") EndScript StateName = MONEY_STORED_AMOUNT_2 End TransitionState = BeginScript CurDrawableHideSubObject("Tib_25") CurDrawableHideSubObject("Tib_50") CurDrawableShowSubObject("Tib_75") CurDrawableHideSubObject("Tib_100") CurDrawableHideSubObject("FXGlows_25") CurDrawableHideSubObject("FXGlows_50") CurDrawableShowSubObject("FXGlows_75") CurDrawableHideSubObject("FXGlows_100") EndScript StateName = MONEY_STORED_AMOUNT_3 End TransitionState = BeginScript CurDrawableHideSubObject("Tib_25") CurDrawableHideSubObject("Tib_50") CurDrawableHideSubObject("Tib_75") CurDrawableShowSubObject("Tib_100") CurDrawableHideSubObject("FXGlows_25") CurDrawableHideSubObject("FXGlows_50") CurDrawableHideSubObject("FXGlows_75") CurDrawableShowSubObject("FXGlows_100") EndScript StateName = MONEY_STORED_AMOUNT_4 End End Draw = W3DScriptedModelDraw ModuleTag_Draw_Arm DefaultConditionState Model = GBREFINERYX_SKN End ConditionState = STRUCTURE_UNPACKING Model = GBREFINERYXD3 End ConditionState = DAMAGED Model = GBREFINERYXD2 End ConditionState = REALLYDAMAGED Model = GBREFINERYXD2 End ConditionState = DYING Model = GBREFINERYXD3 End TransitionState = Animation = GBREFINERYX_IDL AnimationMode = LOOP BeginScript CurDrawableHideSubObject("Bar_01") EndScript End TransitionState = Animation = GBREFINERYX_LOA AnimationMode = ONCE BeginScript CurDrawableShowSubObject("Bar_01") EndScript StateName = DOCKING_ACTIVE End End End While some of the above strings are taken straight from the streams, some are simply what I've tried to piece together based on bfme/gens scripts I've been able to google... I realise that some of it might not be valid... or make sense... which is one of the main reasons why I'm asking if anyone out there wants to lend a hand. Share this post Link to post Share on other sites
booto 0 Report post Posted June 24, 2007 Also, I realise that it's not anywhere close to a complete GameObject def'n, the models/animations just seemed like as good a place as any to start. Share this post Link to post Share on other sites
BlckWyerve 0 Report post Posted June 24, 2007 I'm fairly knowledgeable about Generals. Share this post Link to post Share on other sites
Deezire 0 Report post Posted June 24, 2007 What exactly is it you need to know? I was with EA when Gen/ZH was being developed and have a good understanding of it all. Share this post Link to post Share on other sites
booto 0 Report post Posted June 25, 2007 (edited) Do the TransitionState/ConditionState blocks in the above code look valid given other references in the shown code, such as that in the Script sections? (What's the difference between the ~= operator and the == operator in the context of 'Prev'?) Here's another example that seems to have more problems: (Ignore the duplicated SelectPortrait thing, that's okay for now.) Object GDIAirTower SelectPortrait = Portrait_GDIAirfield SelectPortrait = Portrait_GDIAirfield DisplayName = Name:GDIAirfield Cost = 1000 PreRequisites Object = GDICommandPost End CommandSet = GDIAirTowerCommandSet ArmorSet Armor = GDIAirTowerArmor DamageFX = FactionStructureDamageFX End Draw = W3DScriptedModelDraw ModuleTag_Draw ExtraPublicBone = Runway0Park0Han ExtraPublicBone = Runway0Park1Han ExtraPublicBone = Runway1Park0Han ExtraPublicBone = Runway1Park1Han DefaultConditionState Model = GBAirField End ConditionState = STRUCTURE_UNPACKING Model = GBAIRFIELD_ASKN End ConditionState = DAMAGED Model = GBAIRFIELD_D2SN ParticleSysBone = FXBone01 GDIPPDamagedSmoke End ConditionState = REALLYDAMAGED Model = GBAIRFIELD_D2SN ParticleSysBone = FXBone02 GDIPPDamagedSmoke ParticleSysBone = FXBone01 GDIPPDamagedFire ParticleSysBone = FXBone01 GDIPPDamagedSmoke ParticleSysBone = FXBone01 GDIRefineryDamagedDist End ConditionState = DYING Model = GBAIRFIELD_D3SN End TransitionState = End TransitionState = Animation = GBAIRFIELD_ABLD AnimationMode = ONCE ParticleSysBone = NONE Con_Small StateName = STRUCTURE_UNPACKING End TransitionState = STATE_Rubble Flags = START_FRAME_LAST Animation = GBAIRFIELD_D3AN AnimationMode = MANUAL BeginScript Prev = CurDrawablePrevAnimationState(); if Prev ~= "STATE_Rubble" and Prev ~= "TRANS_IntoRubble" then CurDrawableSetTransitionAnimState("TRANS_IntoRubble") end EndScript ParticleSysBone = NONE Des_Medium StateName = RUBBLE End TransitionState = STATE_ReallyDamaged Flags = START_FRAME_LAST Animation = GBAIRFIELD_D2AN AnimationMode = MANUAL BeginScript Prev = CurDrawablePrevAnimationState(); if Prev ~= "STATE_ReallyDamaged" and Prev ~= "TRANS_IntoReallyDamaged" then CurDrawableSetTransitionAnimState("TRANS_IntoReallyDamaged") end EndScript StateName = REALLYDAMAGED End TransitionState = TRANS_IntoReallyDamaged Animation = GBAIRFIELD_D2AN AnimationMode = ONCE End TransitionState = TRANS_IntoRubble Animation = GBAIRFIELD_D3AN AnimationMode = ONCE End End Draw = W3DScriptedModelDraw ModuleTag_Draw_Door01 DefaultConditionState Model = GBAIRDOOR01_SKN End ConditionState = STRUCTURE_UNPACKING Model = GBAIRDOOR_A End ConditionState = DYING PARKINGPLACE_1_DOOR_OPEN Model = GBAIRDOOR01_SKN End ConditionState = DYING Model = GBAIRDOOR01_D3SN End ConditionState = REALLYDAMAGED Model = GBAIRDOOR01_SKN End ConditionState = DAMAGED Model = GBAIRDOOR01_SKN End TransitionState = Animation = GBAIRDOOR_OPNS AnimationMode = ONCE End TransitionState = Animation = GBAIRDOOR_A AnimationMode = ONCE StateName = STRUCTURE_UNPACKING End TransitionState = Animation = GBAIRDOOR_OPNS AnimationMode = ONCE StateName = DYING PARKINGPLACE_1_DOOR_OPEN End TransitionState = Animation = GBAIRDOOR_D3AN AnimationMode = ONCE StateName = DYING End TransitionState = Animation = GBAIRDOOR_OPN AnimationMode = ONCE StateName = PARKINGPLACE_1_DOOR_OPENING End TransitionState = Animation = GBAIRDOOR_OPNS AnimationMode = ONCE StateName = PARKINGPLACE_1_DOOR_OPEN End TransitionState = Animation = GBAIRDOOR_CLS AnimationMode = ONCE StateName = PARKINGPLACE_1_DOOR_CLOSING End TransitionState = Animation = GBAIRDOOR_CLSS AnimationMode = ONCE StateName = PARKINGPLACE_1_DOOR_CLOSED End End Draw = W3DScriptedModelDraw ModuleTag_Draw_Door02 DefaultConditionState Model = GBAIRDOOR02_SKN End ConditionState = STRUCTURE_UNPACKING Model = GBAIRDOOR_A End ConditionState = DAMAGED Model = GBAIRDOOR02_SKN End ConditionState = REALLYDAMAGED Model = GBAIRDOOR02_SKN End ConditionState = DYING PARKINGPLACE_1_DOOR_OPEN Model = GBAIRDOOR02_SKN End ConditionState = DYING Model = GBAIRDOOR02_D3SN End TransitionState = Animation = GBAIRDOOR_OPNS AnimationMode = ONCE End TransitionState = Animation = GBAIRDOOR_A AnimationMode = ONCE StateName = STRUCTURE_UNPACKING End TransitionState = Animation = GBAIRDOOR_OPNS AnimationMode = ONCE StateName = DYING PARKINGPLACE_1_DOOR_OPEN End TransitionState = Animation = GBAIRDOOR_D3AN AnimationMode = ONCE StateName = DYING End TransitionState = Animation = GBAIRDOOR_OPN AnimationMode = ONCE StateName = PARKINGPLACE_3_DOOR_OPENING End TransitionState = Animation = GBAIRDOOR_OPNS AnimationMode = ONCE StateName = PARKINGPLACE_3_DOOR_OPEN End TransitionState = Animation = GBAIRDOOR_CLS AnimationMode = ONCE StateName = PARKINGPLACE_3_DOOR_CLOSING End TransitionState = Animation = GBAIRDOOR_CLSS AnimationMode = ONCE StateName = PARKINGPLACE_3_DOOR_CLOSED End End Draw = W3DScriptedModelDraw ModuleTag_Draw_Door03 DefaultConditionState Model = GBAIRDOOR03_SKN End ConditionState = STRUCTURE_UNPACKING Model = GBAIRDOOR_A End ConditionState = DAMAGED Model = GBAIRDOOR03_SKN End ConditionState = REALLYDAMAGED Model = GBAIRDOOR03_SKN End ConditionState = DYING PARKINGPLACE_1_DOOR_OPEN Model = GBAIRDOOR03_SKN End ConditionState = DYING Model = GBAIRDOOR03_D3SN End TransitionState = Animation = GBAIRDOOR_OPNS AnimationMode = ONCE End TransitionState = Animation = GBAIRDOOR_A AnimationMode = ONCE StateName = STRUCTURE_UNPACKING End TransitionState = Animation = GBAIRDOOR_OPNS AnimationMode = ONCE StateName = DYING PARKINGPLACE_1_DOOR_OPEN End TransitionState = Animation = GBAIRDOOR_D3AN AnimationMode = ONCE StateName = DYING End TransitionState = Animation = GBAIRDOOR_OPN AnimationMode = ONCE StateName = PARKINGPLACE_2_DOOR_OPENING End TransitionState = Animation = GBAIRDOOR_OPNS AnimationMode = ONCE StateName = PARKINGPLACE_2_DOOR_OPEN End TransitionState = Animation = GBAIRDOOR_CLS AnimationMode = ONCE StateName = PARKINGPLACE_2_DOOR_CLOSING End TransitionState = Animation = GBAIRDOOR_CLSS AnimationMode = ONCE StateName = PARKINGPLACE_2_DOOR_CLOSED End End Draw = W3DScriptedModelDraw ModuleTag_Draw_Door04 DefaultConditionState Model = GBAIRDOOR04_SKN End ConditionState = STRUCTURE_UNPACKING Model = GBAIRDOOR_A End ConditionState = DAMAGED Model = GBAIRDOOR04_SKN End ConditionState = REALLYDAMAGED Model = GBAIRDOOR04_SKN End ConditionState = DYING PARKINGPLACE_1_DOOR_OPEN Model = GBAIRDOOR04_SKN End ConditionState = DYING Model = GBAIRDOOR04_D3SN End TransitionState = Animation = GBAIRDOOR_OPNS AnimationMode = ONCE End TransitionState = Animation = GBAIRDOOR_A AnimationMode = ONCE StateName = STRUCTURE_UNPACKING End TransitionState = Animation = GBAIRDOOR_OPNS AnimationMode = ONCE StateName = DYING PARKINGPLACE_1_DOOR_OPEN End TransitionState = Animation = GBAIRDOOR_D3AN AnimationMode = ONCE StateName = DYING End TransitionState = Animation = GBAIRDOOR_OPN AnimationMode = ONCE StateName = PARKINGPLACE_4_DOOR_OPENING End TransitionState = Animation = GBAIRDOOR_OPNS AnimationMode = ONCE StateName = PARKINGPLACE_4_DOOR_OPEN End TransitionState = Animation = GBAIRDOOR_CLS AnimationMode = ONCE StateName = PARKINGPLACE_4_DOOR_CLOSING End TransitionState = Animation = GBAIRDOOR_CLSS AnimationMode = ONCE StateName = PARKINGPLACE_4_DOOR_CLOSED End End Draw = W3DScriptedModelDraw ModuleTag_Draw_RADAR DefaultConditionState Model = GBAIRRADAR End ConditionState = STRUCTURE_UNPACKING Model = GBAIRDOOR_A End ConditionState = DAMAGED Model = GBAIRRADARD End ConditionState = REALLYDAMAGED Model = GBAIRRADARD End ConditionState = DYING Model = (null) End TransitionState = Flags = DO_NOT_PLAY_WHEN_UNPOWERED Animation = GBAIRRADAR AnimationMode = LOOP End TransitionState = Animation = GBAIRDOOR_A AnimationMode = ONCE StateName = STRUCTURE_UNPACKING End TransitionState = Flags = DO_NOT_PLAY_WHEN_UNPOWERED Animation = GBAIRRADARD AnimationMode = LOOP StateName = DAMAGED End TransitionState = Flags = DO_NOT_PLAY_WHEN_UNPOWERED Animation = GBAIRRADARD AnimationMode = LOOP StateName = REALLYDAMAGED End TransitionState = Flags = DO_NOT_PLAY_WHEN_UNPOWERED Animation = GBAIRRADARD AnimationMode = LOOP StateName = DYING End End Draw = W3DScriptedModelDraw ModuleTag_RepairDecal DefaultConditionState Model = (null) End ConditionState = SELECTED Model = FXINVISBONE End End End Edited June 25, 2007 by booto Share this post Link to post Share on other sites
booto 0 Report post Posted June 25, 2007 (edited) Worked on this a bit more, been referencing BFME stuff for syntax so far... Is anyone here interested in this stuff, or am I just unnecessarily filling the forum db with large posts? Edit: I take it ~= is "not equal to"... when seeing it, I was trying to make sense of it with regard to languages I know (it's similar to perl regex syntax), and it didn't seem to make sense in that context. Object GDIAirTower SelectPortrait = Portrait_GDIAirfield ButtonImage = Portrait_GDIAirfield DisplayName = Name:GDIAirfield Cost = 1000 BuildTime = 10.0 EnergyUse = -8 PreRequisites Object = GDICommandPost End CommandSet = GDIAirTowerCommandSet ArmorSet Armor = GDIAirTowerArmor DamageFX = FactionStructureDamageFX End Draw = W3DScriptedModelDraw ModuleTag_Draw ExtraPublicBone = Runway0Park0Han ExtraPublicBone = Runway0Park1Han ExtraPublicBone = Runway1Park0Han ExtraPublicBone = Runway1Park1Han DefaultConditionState Model = GBAirField End ModelConditionState = STRUCTURE_UNPACKING Model = GBAIRFIELD_ASKN End ModelConditionState = DAMAGED Model = GBAIRFIELD_D2SN ParticleSysBone = FXBone01 GDIPPDamagedSmoke End ModelConditionState = REALLYDAMAGED Model = GBAIRFIELD_D2SN ParticleSysBone = FXBone02 GDIPPDamagedSmoke ParticleSysBone = FXBone01 GDIPPDamagedFire ParticleSysBone = FXBone01 GDIPPDamagedSmoke ParticleSysBone = FXBone01 GDIRefineryDamagedDist End ModelConditionState = DYING Model = GBAIRFIELD_D3SN End IdleAnimationState End AnimationState = STRUCTURE_UNPACKING Animation = GBAIRFIELD_ABLD AnimationMode = ONCE End ParticleSysBone = NONE Con_Small End AnimationState = RUBBLE StateName = STATE_Rubble Flags = START_FRAME_LAST Animation = GBAIRFIELD_D3AN AnimationMode = MANUAL End BeginScript Prev = CurDrawablePrevAnimationState(); if Prev ~= "STATE_Rubble" and Prev ~= "TRANS_IntoRubble" then CurDrawableSetTransitionAnimState("TRANS_IntoRubble") end EndScript ParticleSysBone = NONE Des_Medium End AnimationState = REALLYDAMAGED StateName = STATE_ReallyDamaged Flags = START_FRAME_LAST Animation = GBAIRFIELD_D2AN AnimationMode = MANUAL End BeginScript Prev = CurDrawablePrevAnimationState(); if Prev ~= "STATE_ReallyDamaged" and Prev ~= "TRANS_IntoReallyDamaged" then CurDrawableSetTransitionAnimState("TRANS_IntoReallyDamaged") end EndScript End IdleAnimationState Animation = GBAIRFIELD_D2AN AnimationMode = ONCE End End IdleAnimationState Animation = GBAIRFIELD_D3AN AnimationMode = ONCE End End End Draw = W3DScriptedModelDraw ModuleTag_Draw_Door01 DefaultConditionState Model = GBAIRDOOR01_SKN End ModelConditionState = STRUCTURE_UNPACKING Model = GBAIRDOOR_A End ModelConditionState = DYING PARKINGPLACE_1_DOOR_OPEN Model = GBAIRDOOR01_SKN End ModelConditionState = DYING Model = GBAIRDOOR01_D3SN End ModelConditionState = REALLYDAMAGED Model = GBAIRDOOR01_SKN End ModelConditionState = DAMAGED Model = GBAIRDOOR01_SKN End IdleAnimationState Animation = GBAIRDOOR_OPNS AnimationMode = ONCE End End AnimationState = STRUCTURE_UNPACKING Animation = GBAIRDOOR_A AnimationMode = ONCE End End AnimationState = DYING PARKINGPLACE_1_DOOR_OPEN Animation = GBAIRDOOR_OPNS AnimationMode = ONCE End End AnimationState = DYING Animation = GBAIRDOOR_D3AN AnimationMode = ONCE End End AnimationState = PARKINGPLACE_1_DOOR_OPENING Animation = GBAIRDOOR_OPN AnimationMode = ONCE End End AnimationState = PARKINGPLACE_1_DOOR_OPEN Animation = GBAIRDOOR_OPNS AnimationMode = ONCE End End AnimationState = PARKINGPLACE_1_DOOR_CLOSING Animation = GBAIRDOOR_CLS AnimationMode = ONCE End End AnimationState = PARKINGPLACE_1_DOOR_CLOSED Animation = GBAIRDOOR_CLSS AnimationMode = ONCE End End End Draw = W3DScriptedModelDraw ModuleTag_Draw_Door02 DefaultConditionState Model = GBAIRDOOR02_SKN End ModelConditionState = STRUCTURE_UNPACKING Model = GBAIRDOOR_A End ModelConditionState = DAMAGED Model = GBAIRDOOR02_SKN End ModelConditionState = REALLYDAMAGED Model = GBAIRDOOR02_SKN End ModelConditionState = DYING PARKINGPLACE_1_DOOR_OPEN Model = GBAIRDOOR02_SKN End ModelConditionState = DYING Model = GBAIRDOOR02_D3SN End IdleAnimationState Animation = GBAIRDOOR_OPNS AnimationMode = ONCE End End AnimationState = STRUCTURE_UNPACKING Animation = GBAIRDOOR_A AnimationMode = ONCE End End AnimationState = DYING PARKINGPLACE_1_DOOR_OPEN Animation = GBAIRDOOR_OPNS AnimationMode = ONCE End End AnimationState = DYING Animation = GBAIRDOOR_D3AN AnimationMode = ONCE End End AnimationState = PARKINGPLACE_3_DOOR_OPENING Animation = GBAIRDOOR_OPN AnimationMode = ONCE End End AnimationState = PARKINGPLACE_3_DOOR_OPEN Animation = GBAIRDOOR_OPNS AnimationMode = ONCE End End AnimationState = PARKINGPLACE_3_DOOR_CLOSING Animation = GBAIRDOOR_CLS AnimationMode = ONCE End End AnimationState = PARKINGPLACE_3_DOOR_CLOSED Animation = GBAIRDOOR_CLSS AnimationMode = ONCE End End End Draw = W3DScriptedModelDraw ModuleTag_Draw_Door03 DefaultConditionState Model = GBAIRDOOR03_SKN End ModelConditionState = STRUCTURE_UNPACKING Model = GBAIRDOOR_A End ModelConditionState = DAMAGED Model = GBAIRDOOR03_SKN End ModelConditionState = REALLYDAMAGED Model = GBAIRDOOR03_SKN End ModelConditionState = DYING PARKINGPLACE_1_DOOR_OPEN Model = GBAIRDOOR03_SKN End ModelConditionState = DYING Model = GBAIRDOOR03_D3SN End IdleAnimationState Animation = GBAIRDOOR_OPNS AnimationMode = ONCE End End AnimationState = STRUCTURE_UNPACKING Animation = GBAIRDOOR_A AnimationMode = ONCE End End AnimationState = DYING PARKINGPLACE_1_DOOR_OPEN Animation = GBAIRDOOR_OPNS AnimationMode = ONCE End End AnimationState = DYING Animation = GBAIRDOOR_D3AN AnimationMode = ONCE End End AnimationState = PARKINGPLACE_2_DOOR_OPENING Animation = GBAIRDOOR_OPN AnimationMode = ONCE End End AnimationState = PARKINGPLACE_2_DOOR_OPEN Animation = GBAIRDOOR_OPNS AnimationMode = ONCE End End AnimationState = PARKINGPLACE_2_DOOR_CLOSING Animation = GBAIRDOOR_CLS AnimationMode = ONCE End End AnimationState = PARKINGPLACE_2_DOOR_CLOSED Animation = GBAIRDOOR_CLSS AnimationMode = ONCE End End End Draw = W3DScriptedModelDraw ModuleTag_Draw_Door04 DefaultConditionState Model = GBAIRDOOR04_SKN End ModelConditionState = STRUCTURE_UNPACKING Model = GBAIRDOOR_A End ModelConditionState = DAMAGED Model = GBAIRDOOR04_SKN End ModelConditionState = REALLYDAMAGED Model = GBAIRDOOR04_SKN End ModelConditionState = DYING PARKINGPLACE_1_DOOR_OPEN Model = GBAIRDOOR04_SKN End ModelConditionState = DYING Model = GBAIRDOOR04_D3SN End IdleAnimationState Animation = GBAIRDOOR_OPNS AnimationMode = ONCE End End AnimationState = STRUCTURE_UNPACKING Animation = GBAIRDOOR_A AnimationMode = ONCE End End AnimationState = DYING PARKINGPLACE_1_DOOR_OPEN Animation = GBAIRDOOR_OPNS AnimationMode = ONCE End End AnimationState = DYING Animation = GBAIRDOOR_D3AN AnimationMode = ONCE End End AnimationState = PARKINGPLACE_4_DOOR_OPENING Animation = GBAIRDOOR_OPN AnimationMode = ONCE End End AnimationState = PARKINGPLACE_4_DOOR_OPEN Animation = GBAIRDOOR_OPNS AnimationMode = ONCE End End AnimationState = PARKINGPLACE_4_DOOR_CLOSING Animation = GBAIRDOOR_CLS AnimationMode = ONCE End End AnimationState = PARKINGPLACE_4_DOOR_CLOSED Animation = GBAIRDOOR_CLSS AnimationMode = ONCE End End End Draw = W3DScriptedModelDraw ModuleTag_Draw_RADAR DefaultConditionState Model = GBAIRRADAR End ModelConditionState = STRUCTURE_UNPACKING Model = GBAIRDOOR_A End ModelConditionState = DAMAGED Model = GBAIRRADARD End ModelConditionState = REALLYDAMAGED Model = GBAIRRADARD End ModelConditionState = DYING Model = (null) End IdleAnimationState Flags = DO_NOT_PLAY_WHEN_UNPOWERED Animation = GBAIRRADAR AnimationMode = LOOP End End AnimationState = STRUCTURE_UNPACKING Animation = GBAIRDOOR_A AnimationMode = ONCE End End AnimationState = DAMAGED Flags = DO_NOT_PLAY_WHEN_UNPOWERED Animation = GBAIRRADARD AnimationMode = LOOP End End AnimationState = REALLYDAMAGED Flags = DO_NOT_PLAY_WHEN_UNPOWERED Animation = GBAIRRADARD AnimationMode = LOOP End End AnimationState = DYING Flags = DO_NOT_PLAY_WHEN_UNPOWERED Animation = GBAIRRADARD AnimationMode = LOOP End End End Draw = W3DScriptedModelDraw ModuleTag_RepairDecal DefaultConditionState Model = (null) End ModelConditionState = SELECTED Model = FXINVISBONE End End ; list 2 ; AttributeModifierPoolUpdate (DefaultAttributeModifierPoolUpdate:0x513bc476) ; FireWeaponWhenDeadBehavior (ModuleTag_CatalystDeathWeapon:0xdded328f) ; BuildingBehavior (ModuleTag_BuildingBehavior:0x2118a085) ; ProductionUpdate (ProductionUpdateModuleTag:0x34fe0d85) ; RecallUnitsSpecialPower (ModuleTag_RecallSpecialPower:0x6f3fa92f) ; SpawnBehavior (ModuleTag_SpawnRepairDrones:0xcf506a74) ; ParkingPlaceBehavior (ModuleTag_ParkingPlaceBehavior:0xb3283851) ; SlowDeathBehavior (ModuleTag_Death:0x73542d4a) ; FXListBehavior (ModuleTag_FXList:0xc74c39d8) ; StructureUnpackUpdate ((null):0x00000000) ; OCLSpecialPower (ModuleTag_OCLSpecialPowerBombingRun:0xca2e4032) ; AISpecialPowerUpdate (ModuleTag_CommandPostBombingRunAI:0xa6c8892a) ; OCLSpecialPower (ModuleTag_CallSupportBloodhound:0xc4577502) ; AISpecialPowerUpdate (ModuleTag_CommandPostCallBloodhoundAI:0x01043484) ; RepairUpdate (ModuleTag_RepairUpdate:0x41fdeb2a) ; EngineerContain (ModuleTag_EngineerContain:0xe2be8599) ; CreateObjectDie (ModuleTag_CreateOccupiedDie:0x34fd1923) ; CreateObjectDie (ModuleTag_CreateOccupiedSuicide:0x4bf392a4) End Edited June 25, 2007 by booto Share this post Link to post Share on other sites
jonwil 0 Report post Posted June 26, 2007 (edited) Does anyone have a complete list of all known valid KindOf values tags from BFME2? Also, there are places in the ini files that use states such as WEAPONSET_PLAYER_UPGRADE Anyone got a list of all the known valid states from BFME2? Edited June 26, 2007 by jonwil Share this post Link to post Share on other sites
Deezire 0 Report post Posted June 29, 2007 I got a a list somewhere. Let me dig it out. Share this post Link to post Share on other sites
jonwil 0 Report post Posted June 29, 2007 We actually found complete lists for both inside the C&C3 executable. Share this post Link to post Share on other sites
Deezire 0 Report post Posted June 30, 2007 Heres a complete and valid module/node listing for Zero Hour, it can be used as a solid basis for C&C3/BFME engines I just havent got round to updating it yet. ModuleListZH.doc Share this post Link to post Share on other sites
Count von Phoib 0 Report post Posted June 30, 2007 These posts are great, finally a better look towards the XML's :) Share this post Link to post Share on other sites
booto 0 Report post Posted July 1, 2007 Are you sure it's complete? e.g. There's no "UpgradedBoost" node for the "AutoDepositUpdate" module like appears in data\ini\object\civilianbuildings.ini in the zerohour inizh.big file. Share this post Link to post Share on other sites
Deezire 0 Report post Posted July 3, 2007 Like I said, I never got round to fully updating it. A few ZH things may be missing, but its as complete as it can be for Generals. Share this post Link to post Share on other sites