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data_ini_livingworldicons_isengardicons.ini
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2006-01-31
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;/////////////////////////////////////
;// Isengard Army Icon
;/////////////////////////////////////
LivingWorldArmyIcon IsengardArmyIcon
OnSelectedSound = LivingWorldGondorArmyIconSelect
OnMovePlannedSound = LivingWorldHeroIconMove
OnMoveStartedSound = LivingWorldGondorArmyIconMove
WelcomeReinforcementsSound = IsengardWarArmyMergeMS ;OrcWarArmyMergeMS ; Sound played when garrison joins with another garrison
KickOutReinforcementsSound = OrcWarArmySplitMS ; Sound played when we split off some troops
DisbandUnitSound = CampOrcWarArmySplit ; Sound when units are dismissed
Object Soldiers_Small
Model = ArmyAntsS_GM01 ; model name
ZOffset = 5
Scale = 1.0
Clickable = Yes
VisibleArmySizes = SMALL
End
Object Soldiers_Medium
Model = ArmyAntsM_GM01 ; model name
ZOffset = 5
Scale = 1.0
Clickable = Yes
VisibleArmySizes = MEDIUM LARGE
End
Object Banner
Model = LWArmyHIsen ; model name
SubObjects = LWSTAFF LWBANNER
ZOffset = 5
Scale = 1.0
OrientAngle = 270
Clickable = Yes
Shadow = SHADOW_VOLUME
UseHouseColor = Yes
End
Object SmallPip
Model = LWArmyHIsen ; model name
SubObjects = LWBANSMALL
ZOffset = 5
Scale = 1.0
OrientAngle = 270
Clickable = Yes
Shadow = SHADOW_VOLUME
VisibleArmySizes = SMALL LARGE
UseHouseColor = Yes
End
Object MediumPip
Model = LWArmyHIsen ; model name
SubObjects = LWBANMEDIUM
ZOffset = 5
Scale = 1.0
OrientAngle = 270
Clickable = Yes
Shadow = SHADOW_VOLUME
VisibleArmySizes = MEDIUM LARGE
UseHouseColor = Yes
End
Object Hilighted
Model = SFE_ArmyDecal ; model name
ZOffset = 10
Scale = 0.6
HideWhenUnhilighted = Yes
FadeTypeForHilighting = IN
FadeTypeForUnhilighting = OUT
FadeMethod = Additive
End
Object Selected
Model = SFE_ArmyShine ; model name
ZOffset = 10
Scale = 0.6
HideWhenUnselected = Yes
FadeTypeForSelection = INOUT
FadeMethod = Additive
FadeHoldPercent = ARMY_SELECTION_FADEOUT_HOLD_PERCENT
End
Object RallyPoint
Model = LM_RallyFlag
ZOffset = 10
Scale = 1.0 // rally flag scale
;;;HideWhenUnselected = Yes
DisplayAtRallyPoint = Yes ;// Make this be displayed at the rally point instead of at the army object.
ShowOnlyAfterMoveOrder = Yes
ShowOnlyForAllies = Yes
Shadow = SHADOW_VOLUME
End
End
;/////////////////////////////////////
;// Hero Saruman
;/////////////////////////////////////
LivingWorldArmyIcon HeroSarumanIcon
OnSelectedSound = LivingWorldHeroIconSelect ; GondorSoldierCelebrating
OnMovePlannedSound = LivingWorldHeroIconMove ; RohirrimAttentionLivingWorld
OnMoveStartedSound = LivingWorldRohanArmyIconMove
WelcomeReinforcementsSound = IsengardWarArmyMergeMS ;OrcWarArmyMergeMS ; Sound played when garrison joins with another garrison
KickOutReinforcementsSound = OrcWarArmySplitMS ; Sound played when we split off some troops
DisbandUnitSound = CampOrcWarArmySplit ; Sound when units are dismissed
RetreatTeleportToHomeRegionEvaEvent = WarSarumanMustRetreatHome
RetreatTeleportToNonHomeRegionEvaEvent = WarHeroMustRetreatSomewhere
Object Soldiers_Small
Model = ArmyAntsS_GM01 ; model name
ZOffset = 5
Scale = 1.0
Clickable = Yes
VisibleArmySizes = SMALL
End
Object Soldiers_Medium
Model = ArmyAntsM_GM01 ; model name
ZOffset = 5
Scale = 1.0
Clickable = Yes
VisibleArmySizes = MEDIUM LARGE
End
Object Banner
Model = LWBanHSaruman ; model name
SubObjects = LWSTAFF LWBANNER
Pickbox = ArmyAntsGlow ; model name used only for picking and mouseovers
ZOffset = 5
Scale = 1.0
OrientAngle = 270
Clickable = Yes
Shadow = SHADOW_VOLUME
UseHouseColor = Yes
End
Object SmallPip
Model = LWBanHSaruman ; model name
SubObjects = LWBANSMALL
ZOffset = 5
Scale = 1.0
OrientAngle = 270
Clickable = Yes
Shadow = SHADOW_VOLUME
VisibleArmySizes = SMALL
UseHouseColor = Yes
End
Object MediumPip
Model = LWBanHSaruman ; model name
SubObjects = LWBANMEDIUM
ZOffset = 5
Scale = 1.0
OrientAngle = 270
Clickable = Yes
Shadow = SHADOW_VOLUME
VisibleArmySizes = MEDIUM
UseHouseColor = Yes
End
Object LargePip
Model = LWBanHSaruman ; model name
SubObjects = LWBANLARGE
ZOffset = 5
Scale = 1.0
OrientAngle = 270
Clickable = Yes
Shadow = SHADOW_VOLUME
VisibleArmySizes = LARGE
UseHouseColor = Yes
End
Object Hilighted
Model = SFE_HeroDecal ; model name
ZOffset = 10
Scale = 0.6
HideWhenUnhilighted = Yes
FadeTypeForHilighting = IN
FadeTypeForUnhilighting = OUT
FadeMethod = Additive
End
Object Selected
Model = SFE_HeroShine ; model name
ZOffset = 10
Scale = 0.6
HideWhenUnselected = Yes
FadeTypeForSelection = INOUT
FadeMethod = Additive
FadeHoldPercent = ARMY_SELECTION_FADEOUT_HOLD_PERCENT
End
Object RallyPoint
Model = LM_RallyFlag
ZOffset = 10
Scale = 1.0 // rally flag scale
;;;HideWhenUnselected = Yes
DisplayAtRallyPoint = Yes ;// Make this be displayed at the rally point instead of at the army object.
ShowOnlyAfterMoveOrder = Yes
ShowOnlyForAllies = Yes
Shadow = SHADOW_VOLUME
End
End
;/////////////////////////////////////
;// Hero Lurtz
;/////////////////////////////////////
LivingWorldArmyIcon HeroLurtzIcon
OnSelectedSound = LivingWorldHeroIconSelect ; GondorSoldierCelebrating
OnMovePlannedSound = LivingWorldHeroIconMove ; RohirrimAttentionLivingWorld
OnMoveStartedSound = LivingWorldRohanArmyIconMove
WelcomeReinforcementsSound = IsengardWarArmyMergeMS ;OrcWarArmyMergeMS ; Sound played when garrison joins with another garrison
KickOutReinforcementsSound = OrcWarArmySplitMS ; Sound played when we split off some troops
DisbandUnitSound = CampOrcWarArmySplit ; Sound when units are dismissed
RetreatTeleportToHomeRegionEvaEvent = WarLurtzMustRetreatHome
RetreatTeleportToNonHomeRegionEvaEvent = WarHeroMustRetreatSomewhere
Object Soldiers_Small
Model = ArmyAntsS_GM01 ; model name
ZOffset = 5
Scale = 1.0
Clickable = Yes
VisibleArmySizes = SMALL
End
Object Soldiers_Medium
Model = ArmyAntsM_GM01 ; model name
ZOffset = 5
Scale = 1.0
Clickable = Yes
VisibleArmySizes = MEDIUM LARGE
End
Object Banner
Model = LWBanHLurtz ; model name
SubObjects = LWSTAFF LWBANNER
Pickbox = ArmyAntsGlow ; model name used only for picking and mouseovers
ZOffset = 5
Scale = 1.0
OrientAngle = 270
Clickable = Yes
Shadow = SHADOW_VOLUME
UseHouseColor = Yes
End
Object SmallPip
Model = LWBanHLurtz ; model name
SubObjects = LWBANSMALL
ZOffset = 5
Scale = 1.0
OrientAngle = 270
Clickable = Yes
Shadow = SHADOW_VOLUME
VisibleArmySizes = SMALL
UseHouseColor = Yes
End
Object MediumPip
Model = LWBanHLurtz ; model name
SubObjects = LWBANMEDIUM
ZOffset = 5
Scale = 1.0
OrientAngle = 270
Clickable = Yes
Shadow = SHADOW_VOLUME
VisibleArmySizes = MEDIUM
UseHouseColor = Yes
End
Object LargePip
Model = LWBanHLurtz ; model name
SubObjects = LWBANLARGE
ZOffset = 5
Scale = 1.0
OrientAngle = 270
Clickable = Yes
Shadow = SHADOW_VOLUME
VisibleArmySizes = LARGE
UseHouseColor = Yes
End
Object Hilighted
Model = SFE_HeroDecal ; model name
ZOffset = 10
Scale = 0.6
HideWhenUnhilighted = Yes
FadeTypeForHilighting = IN
FadeTypeForUnhilighting = OUT
FadeMethod = Additive
End
Object Selected
Model = SFE_HeroShine ; model name
ZOffset = 10
Scale = 0.6
HideWhenUnselected = Yes
FadeTypeForSelection = INOUT
FadeMethod = Additive
FadeHoldPercent = ARMY_SELECTION_FADEOUT_HOLD_PERCENT
End
Object RallyPoint
Model = LM_RallyFlag
ZOffset = 10
Scale = 1.0 // rally flag scale
;;;HideWhenUnselected = Yes
DisplayAtRallyPoint = Yes ;// Make this be displayed at the rally point instead of at the army object.
ShowOnlyAfterMoveOrder = Yes
ShowOnlyForAllies = Yes
Shadow = SHADOW_VOLUME
End
End
;/////////////////////////////////////
;// Hero Sharku
;/////////////////////////////////////
LivingWorldArmyIcon HeroSharkuIcon
OnSelectedSound = LivingWorldHeroIconSelect ; GondorSoldierCelebrating
OnMovePlannedSound = LivingWorldHeroIconMove ; RohirrimAttentionLivingWorld
OnMoveStartedSound = LivingWorldRohanArmyIconMove
WelcomeReinforcementsSound = IsengardWarArmyMergeMS ;OrcWarArmyMergeMS ; Sound played when garrison joins with another garrison
KickOutReinforcementsSound = OrcWarArmySplitMS ; Sound played when we split off some troops
DisbandUnitSound = CampOrcWarArmySplit ; Sound when units are dismissed
RetreatTeleportToHomeRegionEvaEvent = WarSharkuMustRetreatHome
RetreatTeleportToNonHomeRegionEvaEvent = WarHeroMustRetreatSomewhere
Object Soldiers_Small
Model = ArmyAntsS_GM01 ; model name
ZOffset = 5
Scale = 1.0
Clickable = Yes
VisibleArmySizes = SMALL
End
Object Soldiers_Medium
Model = ArmyAntsM_GM01 ; model name
ZOffset = 5
Scale = 1.0
Clickable = Yes
VisibleArmySizes = MEDIUM LARGE
End
Object Banner
Model = LWBanHSharku ; model name
SubObjects = LWSTAFF LWBANNER
Pickbox = ArmyAntsGlow ; model name used only for picking and mouseovers
ZOffset = 5
Scale = 1.0
OrientAngle = 270
Clickable = Yes
Shadow = SHADOW_VOLUME
UseHouseColor = Yes
End
Object SmallPip
Model = LWBanHSharku ; model name
SubObjects = LWBANSMALL
ZOffset = 5
Scale = 1.0
OrientAngle = 270
Clickable = Yes
Shadow = SHADOW_VOLUME
VisibleArmySizes = SMALL
UseHouseColor = Yes
End
Object MediumPip
Model = LWBanHSharku ; model name
SubObjects = LWBANMEDIUM
ZOffset = 5
Scale = 1.0
OrientAngle = 270
Clickable = Yes
Shadow = SHADOW_VOLUME
VisibleArmySizes = MEDIUM
UseHouseColor = Yes
End
Object LargePip
Model = LWBanHSharku ; model name
SubObjects = LWBANLARGE
ZOffset = 5
Scale = 1.0
OrientAngle = 270
Clickable = Yes
Shadow = SHADOW_VOLUME
VisibleArmySizes = LARGE
UseHouseColor = Yes
End
Object Hilighted
Model = SFE_HeroDecal ; model name
ZOffset = 10
Scale = 0.6
HideWhenUnhilighted = Yes
FadeTypeForHilighting = IN
FadeTypeForUnhilighting = OUT
FadeMethod = Additive
End
Object Selected
Model = SFE_HeroShine ; model name
ZOffset = 10
Scale = 0.6
HideWhenUnselected = Yes
FadeTypeForSelection = INOUT
FadeMethod = Additive
FadeHoldPercent = ARMY_SELECTION_FADEOUT_HOLD_PERCENT
End
Object RallyPoint
Model = LM_RallyFlag
ZOffset = 10
Scale = 1.0 // rally flag scale
;;;HideWhenUnselected = Yes
DisplayAtRallyPoint = Yes ;// Make this be displayed at the rally point instead of at the army object.
ShowOnlyAfterMoveOrder = Yes
ShowOnlyForAllies = Yes
Shadow = SHADOW_VOLUME
End
End