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C&C3 파이어호크 부스터 - 수정된 모듈

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작성자 ModSDK 아이디로 검색 댓글 0건 조회 6,724회
작성일10-07-06 16:27

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    <Draws>
      <ScriptedModelDraw id="ModuleTag_Draw" OkToChangeModelColor="true">
        <ModelConditionState ParseCondStateType="PARSE_DEFAULT" RetainSubObjects="true">
          <Model Name="GUFireHwk_SKN" />
          <WeaponLaunchBone WeaponSlotID="1" WeaponSlotType="PRIMARY_WEAPON" BoneName="FIREHAWK01" />
          <WeaponLaunchBone WeaponSlotID="2" WeaponSlotType="PRIMARY_WEAPON" BoneName="FIREHAWK01" />
          <WeaponLaunchBone WeaponSlotID="3" WeaponSlotType="PRIMARY_WEAPON" BoneName="FIREHAWK01" />
          <WeaponLaunchBone WeaponSlotID="3" WeaponSlotType="SECONDARY_WEAPON" BoneName="FIREHAWK01" />
        </ModelConditionState>
        <ModelConditionState ParseCondStateType="PARSE_NORMAL" ConditionsYes="DAMAGED USER_5">
          <Model Name="GUFireHwk_SKN" />
          <Texture Original="GU_FireHawk" New="GU_FireHawk_K" />
          <ParticleSysBone BoneName="ROOTTRANSFORM" FXParticleSystemTemplate="GDIDebrisSmallSmoke" FollowBone="true" />
        </ModelConditionState>
        <ModelConditionState ParseCondStateType="PARSE_NORMAL" ConditionsYes="REALLYDAMAGED USER_5">
          <Model Name="GUFireHwk_SKN" />
          <Texture Original="GU_FireHawk" New="GU_FireHawkD_K" />
          <ParticleSysBone BoneName="ROOTTRANSFORM" FXParticleSystemTemplate="GDIDebrisSmallFire" FollowBone="true" />
          <ParticleSysBone BoneName="ROOTTRANSFORM" FXParticleSystemTemplate="GDIDebrisSmallFireDistortion" FollowBone="true" />
          <ParticleSysBone BoneName="ROOTTRANSFORM" FXParticleSystemTemplate="GDIDebrisSmallSmoke" FollowBone="true" />
        </ModelConditionState>
        <ModelConditionState ParseCondStateType="PARSE_NORMAL" ConditionsYes="DYING USER_5">
          <Model Name="GUFireHwkr_SKN" />
          <Texture Original="GU_FireHawkD" New="GU_FireHawkD_K" />
        </ModelConditionState>
        <ModelConditionState ParseCondStateType="PARSE_NORMAL" ConditionsYes="DAMAGED">
          <Model Name="GUFireHwk_SKN" />
          <ParticleSysBone BoneName="ROOTTRANSFORM" FXParticleSystemTemplate="GDIDebrisSmallSmoke" FollowBone="true" />
        </ModelConditionState>
        <ModelConditionState ParseCondStateType="PARSE_NORMAL" ConditionsYes="REALLYDAMAGED">
          <Model Name="GUFireHwk_SKN" />
          <Texture Original="GU_FireHawk" New="GU_FireHawkD" />
          <ParticleSysBone BoneName="ROOTTRANSFORM" FXParticleSystemTemplate="GDIDebrisSmallFire" FollowBone="true" />
          <ParticleSysBone BoneName="ROOTTRANSFORM" FXParticleSystemTemplate="GDIDebrisSmallFireDistortion" FollowBone="true" />
          <ParticleSysBone BoneName="ROOTTRANSFORM" FXParticleSystemTemplate="GDIDebrisSmallSmoke" FollowBone="true" />
        </ModelConditionState>
        <ModelConditionState ParseCondStateType="PARSE_NORMAL" ConditionsYes="DYING">
          <Model Name="GUFireHwkr_SKN" />
          <Texture Original="GU_FireHawkD" New="GU_FireHawkD" />
        </ModelConditionState>
        <ModelConditionState ParseCondStateType="PARSE_NORMAL" ConditionsYes="USER_5" RetainSubObjects="true">
          <Model Name="GUFireHwk_SKN" />
          <Texture Original="GU_FireHawk" New="GU_FireHawk_K" />
          <WeaponLaunchBone WeaponSlotID="1" WeaponSlotType="PRIMARY_WEAPON" BoneName="FIREHAWK01" />
          <WeaponLaunchBone WeaponSlotID="2" WeaponSlotType="PRIMARY_WEAPON" BoneName="FIREHAWK01" />
          <WeaponLaunchBone WeaponSlotID="3" WeaponSlotType="PRIMARY_WEAPON" BoneName="FIREHAWK01" />
          <WeaponLaunchBone WeaponSlotID="3" WeaponSlotType="SECONDARY_WEAPON" BoneName="FIREHAWK01" />
        </ModelConditionState>
        <ModelConditionState ParseCondStateType="PARSE_NORMAL" ConditionsYes="FORMATION_PREVIEW">
          <Model Name="GUFireHwk_FP" />
        </ModelConditionState>
        <AnimationState ParseCondStateType="PARSE_DEFAULT">
          <Script>CurDrawableHideSubObjectPermanently("Plane04")</Script>
        </AnimationState>
        <AnimationState ParseCondStateType="PARSE_NORMAL" ConditionsYes="PACKING_TYPE_1 UNPACKING USER_1">
          <Animation AnimationName="GUFireHwk_STRA" AnimationMode="ONCE" />
          <Script>CurDrawableShowSubObjectPermanently("Plane04")</Script>
        </AnimationState>
        <AnimationState ParseCondStateType="PARSE_NORMAL" ConditionsYes="PACKING_TYPE_1 PACKING USER_1">
          <Animation AnimationName="GUFireHwk_STRB" AnimationMode="ONCE" />
          <Script>CurDrawableShowSubObjectPermanently("Plane04")</Script>
        </AnimationState>
        <AnimationState ParseCondStateType="PARSE_NORMAL" ConditionsYes="JUST_BUILT USER_1">
          <Animation AnimationName="GUFireHwk_FLYA" AnimationMode="ONCE" />
          <Script>CurDrawableHideSubObjectPermanently("Plane04")</Script>
        </AnimationState>
        <AnimationState ParseCondStateType="PARSE_NORMAL" ConditionsYes="MOVING TURN_LEFT_HIGH_SPEED USER_1">
          <Animation AnimationName="GUFireHwk_HSTL" AnimationMode="LOOP" AnimationBlendTime="15" />
          <Script>CurDrawableShowSubObjectPermanently("Plane04")</Script>
        </AnimationState>
        <AnimationState ParseCondStateType="PARSE_NORMAL" ConditionsYes="MOVING TURN_RIGHT_HIGH_SPEED USER_1">
          <Animation AnimationName="GUFireHwk_HSTR" AnimationMode="LOOP" AnimationBlendTime="15" />
          <Script>CurDrawableShowSubObjectPermanently("Plane04")</Script>
        </AnimationState>
        <AnimationState ParseCondStateType="PARSE_NORMAL" ConditionsYes="MOVING TURN_LEFT USER_1">
          <Animation AnimationName="GUFireHwk_FLYA" AnimationMode="LOOP" AnimationBlendTime="15" />
          <Script>CurDrawableShowSubObjectPermanently("Plane04")</Script>
        </AnimationState>
        <AnimationState ParseCondStateType="PARSE_NORMAL" ConditionsYes="MOVING TURN_RIGHT USER_1">
          <Animation AnimationName="GUFireHwk_FLYA" AnimationMode="LOOP" AnimationBlendTime="15" />
          <Script>CurDrawableShowSubObjectPermanently("Plane04")</Script>
        </AnimationState>
        <AnimationState ParseCondStateType="PARSE_NORMAL" ConditionsYes="TURN_RIGHT_HIGH_SPEED USER_1">
          <Animation AnimationName="GUFireHwk_HSTR" AnimationMode="LOOP" AnimationBlendTime="15" />
          <Script>CurDrawableShowSubObjectPermanently("Plane04")</Script>
        </AnimationState>
        <AnimationState ParseCondStateType="PARSE_NORMAL" ConditionsYes="TURN_RIGHT USER_1">
          <Animation AnimationName="GUFireHwk_FLYA" AnimationMode="LOOP" AnimationBlendTime="15" />
          <Script>CurDrawableShowSubObjectPermanently("Plane04")</Script>
        </AnimationState>
        <AnimationState ParseCondStateType="PARSE_NORMAL" ConditionsYes="MOVING USER_1">
          <Animation AnimationName="GUFireHwk_FLYA" AnimationMode="LOOP" AnimationBlendTime="15" />
          <Script>CurDrawableShowSubObjectPermanently("Plane04")</Script>
        </AnimationState>
        <AnimationState ParseCondStateType="PARSE_NORMAL" ConditionsYes="LOCOMOTOR_TAXIING USER_1">
          <Animation AnimationName="GUFireHwk_FLYA" AnimationMode="LOOP" AnimationBlendTime="15" />
          <Script>CurDrawableHideSubObjectPermanently("Plane04")</Script>
        </AnimationState>
        <AnimationState ParseCondStateType="PARSE_NORMAL" ConditionsYes="TAKING_OFF USER_1">
          <Animation AnimationName="GUFireHwk_FLYA" AnimationMode="LOOP" AnimationBlendTime="15" />
          <Script>CurDrawableHideSubObjectPermanently("Plane04")</Script>
        </AnimationState>
        <AnimationState ParseCondStateType="PARSE_NORMAL" ConditionsYes="CLIMBING USER_1">
          <Animation AnimationName="GUFireHwk_FLYA" AnimationMode="LOOP" AnimationBlendTime="15" />
          <Script>CurDrawableHideSubObjectPermanently("Plane04")</Script>
        </AnimationState>
        <AnimationState ParseCondStateType="PARSE_NORMAL" ConditionsYes="LANDING USER_1">
          <Animation AnimationName="GUFireHwk_FLYA" AnimationMode="LOOP" AnimationBlendTime="15" />
          <Script>CurDrawableHideSubObjectPermanently("Plane04")</Script>
        </AnimationState>
        <AnimationState ParseCondStateType="PARSE_NORMAL" ConditionsYes="DECELERATE USER_1">
          <Animation AnimationName="GUFireHwk_FLYA" AnimationMode="LOOP" AnimationBlendTime="15" />
          <Script>CurDrawableHideSubObjectPermanently("Plane04")</Script>
        </AnimationState>
        <AnimationState ParseCondStateType="PARSE_NORMAL" ConditionsYes="PACKING_TYPE_1 UNPACKING">
          <Animation AnimationName="GUFireHwk_STRA" AnimationMode="ONCE" />
          <Script>CurDrawableHideSubObjectPermanently("Plane04")</Script>
        </AnimationState>
        <AnimationState ParseCondStateType="PARSE_NORMAL" ConditionsYes="PACKING_TYPE_1 PACKING">
          <Animation AnimationName="GUFireHwk_STRB" AnimationMode="ONCE" />
          <Script>CurDrawableHideSubObjectPermanently("Plane04")</Script>
        </AnimationState>
        <AnimationState ParseCondStateType="PARSE_NORMAL" ConditionsYes="JUST_BUILT">
          <Animation AnimationName="GUFireHwk_FLYA" AnimationMode="ONCE" />
          <Script>CurDrawableHideSubObjectPermanently("Plane04")</Script>
        </AnimationState>
        <AnimationState ParseCondStateType="PARSE_NORMAL" ConditionsYes="LOCOMOTOR_TAXIING">
          <Animation AnimationName="GUFireHwk_FLYA" AnimationMode="LOOP" AnimationBlendTime="15" />
          <Script>CurDrawableHideSubObjectPermanently("Plane04")</Script>
        </AnimationState>
        <AnimationState ParseCondStateType="PARSE_NORMAL" ConditionsYes="MOVING TURN_LEFT_HIGH_SPEED">
          <Animation AnimationName="GUFireHwk_HSTL" AnimationMode="LOOP" AnimationBlendTime="15" />
          <Script>CurDrawableHideSubObjectPermanently("Plane04")</Script>
        </AnimationState>
        <AnimationState ParseCondStateType="PARSE_NORMAL" ConditionsYes="MOVING TURN_RIGHT_HIGH_SPEED">
          <Animation AnimationName="GUFireHwk_HSTR" AnimationMode="LOOP" AnimationBlendTime="15" />
          <Script>CurDrawableHideSubObjectPermanently("Plane04")</Script>
        </AnimationState>
        <AnimationState ParseCondStateType="PARSE_NORMAL" ConditionsYes="MOVING TURN_LEFT">
          <Animation AnimationName="GUFireHwk_FLYA" AnimationMode="LOOP" AnimationBlendTime="15" />
          <Script>CurDrawableHideSubObjectPermanently("Plane04")</Script>
        </AnimationState>
        <AnimationState ParseCondStateType="PARSE_NORMAL" ConditionsYes="MOVING TURN_RIGHT">
          <Animation AnimationName="GUFireHwk_FLYA" AnimationMode="LOOP" AnimationBlendTime="15" />
          <Script>CurDrawableHideSubObjectPermanently("Plane04")</Script>
        </AnimationState>
        <AnimationState ParseCondStateType="PARSE_NORMAL" ConditionsYes="TURN_RIGHT_HIGH_SPEED">
          <Animation AnimationName="GUFireHwk_HSTR" AnimationMode="LOOP" AnimationBlendTime="15" />
          <Script>CurDrawableHideSubObjectPermanently("Plane04")</Script>
        </AnimationState>
        <AnimationState ParseCondStateType="PARSE_NORMAL" ConditionsYes="MOVING">
          <Animation AnimationName="GUFireHwk_FLYA" AnimationMode="LOOP" AnimationBlendTime="15" />
          <Script>CurDrawableHideSubObjectPermanently("Plane04")</Script>
        </AnimationState>
        <AnimationState ParseCondStateType="PARSE_NORMAL" ConditionsYes="CLIMBING">
          <Animation AnimationName="GUFireHwk_FLYA" AnimationMode="LOOP" AnimationBlendTime="15" />
          <Script>CurDrawableHideSubObjectPermanently("Plane04")</Script>
        </AnimationState>
        <AnimationState ParseCondStateType="PARSE_NORMAL" ConditionsYes="DECELERATE">
          <Animation AnimationName="GUFireHwk_FLYA" AnimationMode="LOOP" AnimationBlendTime="15" />
          <Script>CurDrawableHideSubObjectPermanentlyPermanently("Plane04")</Script>
        </AnimationState>
      </ScriptedModelDraw>
      <ScriptedModelDraw id="ModuleTag_AfterBurnerA" AttachToBoneInAnotherModule="exhaust01">
        <ModelConditionState ParseCondStateType="PARSE_NORMAL" ConditionsYes="NONE">
          <Model Name="FXInvisBone" />
          <ParticleSysBone BoneName="invisbone01" FXParticleSystemTemplate="GDIFireHawkUpgrade02" FollowBone="true" />
        </ModelConditionState>
        <ModelConditionState ParseCondStateType="PARSE_NORMAL" ConditionsYes="LOCOMOTOR_TAXIING">
          <Model Name="FXInvisBone" />
        </ModelConditionState>
        <ModelConditionState ParseCondStateType="PARSE_NORMAL" ConditionsYes="TAKING_OFF">
          <Model Name="FXInvisBone" />
        </ModelConditionState>
        <ModelConditionState ParseCondStateType="PARSE_NORMAL" ConditionsYes="LANDING">
          <Model Name="FXInvisBone" />
        </ModelConditionState>
      </ScriptedModelDraw>
      <ScriptedModelDraw id="ModuleTag_AfterBurnerB" AttachToBoneInAnotherModule="exhaust02">
        <ModelConditionState ParseCondStateType="PARSE_NORMAL" ConditionsYes="NONE">
          <Model Name="FXInvisBone" />
          <ParticleSysBone BoneName="invisbone01" FXParticleSystemTemplate="GDIFireHawkUpgrade02" FollowBone="true" />
        </ModelConditionState>
        <ModelConditionState ParseCondStateType="PARSE_NORMAL" ConditionsYes="LOCOMOTOR_TAXIING">
          <Model Name="FXInvisBone" />
        </ModelConditionState>
        <ModelConditionState ParseCondStateType="PARSE_NORMAL" ConditionsYes="TAKING_OFF">
          <Model Name="FXInvisBone" />
        </ModelConditionState>
        <ModelConditionState ParseCondStateType="PARSE_NORMAL" ConditionsYes="LANDING">
          <Model Name="FXInvisBone" />
        </ModelConditionState>
      </ScriptedModelDraw>
      <ScriptedModelDraw id="ModuleTag_FX" OkToChangeModelColor="true" AttachToBoneInAnotherModule="contrail01" ExtraPublicBone="contrail01">
        <ModelConditionState ParseCondStateType="PARSE_DEFAULT">
          <Model Name="FXInvisBone" />
          <ParticleSysBone BoneName="invisbone01" FXParticleSystemTemplate="FireHawkConTrail" FollowBone="true" />
        </ModelConditionState>
        <AnimationState ParseCondStateType="PARSE_NORMAL" ConditionsYes="PACKING_TYPE_1 UNPACKING USER_1" />
        <AnimationState ParseCondStateType="PARSE_NORMAL" ConditionsYes="PACKING_TYPE_1 PACKING USER_1" />
      </ScriptedModelDraw>
      <ScriptedModelDraw id="ModuleTag_FX2" OkToChangeModelColor="true" AttachToBoneInAnotherModule="contrail02" ExtraPublicBone="contrail02">
        <ModelConditionState ParseCondStateType="PARSE_DEFAULT">
          <Model Name="FXInvisBone" />
          <ParticleSysBone BoneName="invisbone01" FXParticleSystemTemplate="FireHawkConTrail" FollowBone="true" />
        </ModelConditionState>
        <AnimationState ParseCondStateType="PARSE_NORMAL" ConditionsYes="PACKING_TYPE_1 UNPACKING USER_1" />
        <AnimationState ParseCondStateType="PARSE_NORMAL" ConditionsYes="PACKING_TYPE_1 PACKING USER_1" />
      </ScriptedModelDraw>
    </Draws>

Draws 엘레멘트를 이렇게 바꿔주시면 되겠습니다. script의 대문자S가 소문자s로 바뀌었는데 다시 대문자S로 바꿔주세요.

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