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data_ini_emotions.ini
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2006-01-31
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; File: Emotions.INI ///////////////////////////////////////////////////////////
; This file contains a list of possible emotion nuggets (emotional responses)
; //////////////////////////////////////////////////////////////////////////////
; ==============================================================================
; TAUNT
EmotionNugget Taunt_Base
Type = TAUNT
IgnoreIfUnitBusy = Yes
AIState = FACE_OBJECT
ModelConditions = EMOTION_TAUNTING
AttributeStartDelay = 5000 ; must taunt for X seconds before modifier becomes active
AttributeModifierWhileEmotionActive = Yes ; keep modifier active while emotion lasts
StartFXList = FX_EmotionTaunt
UpdateFXList = FX_EmotionTaunt
End
; ==============================================================================
; ALERT
EmotionNugget Alert_Base
Type = ALERT
ModelConditions = EMOTION_ALERT
End
; ==============================================================================
; CHEER
EmotionNugget CheerIdle_Base
Type = CHEER
IgnoreIfUnitBusy = Yes
ModelConditions = EMOTION_CELEBRATING
Duration = 7500
OnlyIfEnemyThreatBelow = 100
StartFXList = FX_EmotionCheer
End
EmotionNugget CheerBusy_Base
Type = CHEER
IgnoreIfUnitIdle = Yes
ModelConditions = EMOTION_CELEBRATING
Duration = 3000 ;3000
OnlyIfEnemyThreatBelow = 100
StartFXList = FX_EmotionCheerBusy
End
; ==============================================================================
; HERO_CHEER
EmotionNugget HeroCheerIdle_Base
Type = HERO_CHEER
IgnoreIfUnitBusy = Yes
AIState = FACE_OBJECT
ModelConditions = EMOTION_CELEBRATING; EMOTION_POINTING
Duration = 2000
StartFXList = FX_EmotionCheer
UpdateFXList = FX_EmotionCheer
EndFXList = FX_EmotionCheer
End
EmotionNugget HeroCheerBusy_Base
Type = HERO_CHEER
IgnoreIfUnitIdle = Yes
ModelConditions = EMOTION_CELEBRATING
Duration = 2000
StartFXList = FX_EmotionCheerBusy
End
; ==============================================================================
; CHEER_FOR_ABOUT_TO_CRUSH
EmotionNugget CheerForAboutToCrush_Base
Type = CHEER_FOR_ABOUT_TO_CRUSH
ModelConditions = EMOTION_CHEER_FOR_ABOUT_TO_CRUSH
Duration = 3000 ; Not too short or they keep repeating the line over & over
StartFXList = FX_EmotionCheerForAboutToCrush
; UpdateFXList = FX_EmotionCheerForAboutToCrush Don't repeat line
End
; ==============================================================================
; FEAR
EmotionNugget FearIdle_Base
Type = FEAR
IgnoreIfUnitBusy = Yes
AIState = BACK_AWAY
AILockDuration = 4000
ModelConditions = EMOTION_AFRAID
InactiveDurationSameObject = 10000
StartFXList = FX_EmotionCower
UpdateFXList = FX_EmotionCower
EndFXList = FX_EmotionRegroup
End
EmotionNugget FearBusy_Base
Type = FEAR
IgnoreIfUnitIdle = Yes
AIState = AVOID_SCARER
ModelConditions = EMOTION_AFRAID
InactiveDurationSameObject = 10000
InactiveDurationSameType = 5000
;StartFXList = FX_EmotionCowerBusy
;UpdateFXList = FX_EmotionCowerBusy
;EndFXList = FX_EmotionRegroup
End
; ==============================================================================
; UNCONTROLLABLE_FEAR
EmotionNugget UncontrollableFear_Base
Type = UNCONTROLLABLE_FEAR
AIState = IDLE
ModelConditions = EMOTION_AFRAID EMOTION_UNCONTROLLABLY_AFRAID
ModelConditionsClear = MOVING TURN_RIGHT TURN_LEFT TURN_RIGHT_HIGH_SPEED TURN_LEFT_HIGH_SPEED
Duration = 15000 ;5000
StartFXList = FX_EmotionCower
UpdateFXList = FX_EmotionCower
EndFXList = FX_EmotionRegroup
End
EmotionNugget UncontrollableFear_Base_Evil
Type = UNCONTROLLABLE_FEAR
IgnoreIfUnitBusy = No
AIState = BACK_AWAY
AILockDuration = 15000 ;5000
ModelConditions = EMOTION_AFRAID EMOTION_UNCONTROLLABLY_AFRAID
Duration = 15000 ;5000
StartFXList = FX_EmotionCower
UpdateFXList = FX_EmotionCower
EndFXList = FX_EmotionRegroup
End
; ==============================================================================
; TERROR
EmotionNugget Terror_Base
Type = TERROR
AIState = RUN_AWAY_PANIC
ModelConditions = EMOTION_TERROR EMOTION_AFRAID
AILockDuration = 15000 ;5000
Duration = 10000 ;5000
StartFXList = FX_EmotionTerror
UpdateFXList = FX_EmotionTerror
EndFXList = FX_EmotionRegroup
End
EmotionNugget Terror_Civilian
Type = TAUNT;FEAR
IgnoreIfUnitBusy = No
AIState = RUN_AWAY_PANIC
ModelConditions = EMOTION_TERROR EMOTION_AFRAID
;AILockDuration = 15000 ;5000
Duration = 4000 ;5000
End
; ==============================================================================
; DOOM
EmotionNugget Doom_Base
Type = DOOM
ModelConditions = EMOTION_DOOM EMOTION_AFRAID
Duration = 1000 ;4000
StartFXList = FX_EmotionDoomIncoming
UpdateFXList = FX_EmotionDoomIncoming
End
; ==============================================================================
; BRACE_FOR_BEING_CRUSHED
EmotionNugget BraceForBeingCrushed_Base
Type = BRACE_FOR_BEING_CRUSHED
ModelConditions = EMOTION_BRACE_FOR_BEING_CRUSHED EMOTION_AFRAID
Duration = 3000
StartFXList = FX_EmotionBraceForBeingCrushedIncoming
;UpdateFXList = FX_EmotionBraceForBeingCrushedIncoming
End
; ==============================================================================
; POINT
EmotionNugget Point_Base
Type = POINT
IgnoreIfUnitBusy = Yes
AIState = FACE_OBJECT
ModelConditions = EMOTION_POINTING
Duration = 20000 ;2000
InactiveDurationSameType = 5000
StartFXList = FX_EmotionPoint
UpdateFXList = FX_EmotionPoint
End
; ==============================================================================
; QUARRELSOME
EmotionNugget Quarrel_Base
Type = QUARRELSOME
IgnoreIfUnitBusy = Yes
AIState = QUARREL
;ModelConditions = EMOTION_QUARRELSOME
OnlyIfEnemyThreatBelow = 1
Duration = 30000
InactiveDuration = 20000
End