After i saw that nearly all of my mechs were to big for the normal GDI/Nod Weapon Factorys i decided to make a new one.
This Factory is supposed to produce even the biggest units the battlefield has ever seen and is this way the biggest i know.
Here it is.
\EDIT
new version 2.0 with enhanced damage frames. Thanks to all for your constructive criticism to improve this.
Mech Factory Icon GDI:

Nod:

new Buildup:

Ingame building Annihilator:

Ingame new damaged building Annihilator:

I know the gifs are quite big, but they show best all features of the building.
Zip with all shp's:
LKOmechfact20.zip ( 163.32K )
Number of downloads: 5812have fun and credit me if you use this in your mod.
btw the code example for art and rules is in the zip
note
the first undamaged anim still shows the old press anim that is shown through the annihilator.
the second damaged shows the new one that stops the press while a unit is leaving the factory. The code how this is done is also in the zip.
And so it works right now.
(just a short description) Press anim is a Production anim. after the first unit is build it starts and loops until the next unit leaves the factory. it stops for a fixed duration
(quite as long as a unit needs to come out) and then starts looping again.
\EDIT
obsolete
question
as you can see, the press anim is showed through the annihilator. Does anyone know how to avoid this?
Is there a way to deactivate the anim while a unit is build? (At least this happens only while very high units are coming out, and stops after the unit has entered the bib and switches to player control)
And for what purpose is the command AnimActive=x,y,z good for?
P.S.: the building has no snow frames. For me it was to much work to add those in the 3dmodel, but i know we have very good picture artists here. maybe someone is willing to make them.
This post has been edited by Lin Kuei Ominae: Apr 26 2007, 11:05 PM