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[C&C3] 파이어호크 부스터 - 수정된 모듈
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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.