home
***
CD-ROM
|
disk
|
FTP
|
other
***
search
/
GameStar 2006 April
/
Gamestar_83_2006-04_dvd.iso
/
Dema
/
lotrbfme2_demo.exe
/
INI.big
/
data_ini_livingworldicons_mowicons.ini
< prev
next >
Wrap
Text File
|
2006-01-31
|
11KB
|
431 lines
;/////////////////////////////////////
;// MoW Army Icon
;/////////////////////////////////////
LivingWorldArmyIcon MoWArmyIcon
OnSelectedSound = LivingWorldGondorArmyIconSelect ; GondorSoldierCelebrating
OnMovePlannedSound = LivingWorldHeroIconMove
OnMoveStartedSound = LivingWorldGondorArmyIconMove
WelcomeReinforcementsSound = MenWarArmyMergeMS ; Sound played when garrison joins with another garrison
KickOutReinforcementsSound = MenWarArmySplitMS ; Sound played when we split off some troops
DisbandUnitSound = CampSoldierWarArmySplit ; 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 = LWArmyHMoW ; model name
SubObjects = LWSTAFF LWBANNER
ZOffset = 5
Scale = 1.0
OrientAngle = 270
Clickable = Yes
Shadow = SHADOW_VOLUME
UseHouseColor = Yes
End
Object SmallPip
Model = LWArmyHMoW ; 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 = LWArmyHMoW ; 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 Aragorn
;/////////////////////////////////////
LivingWorldArmyIcon HeroAragornIcon
OnSelectedSound = LivingWorldHeroIconSelect ; GondorSoldierCelebrating
OnMovePlannedSound = LivingWorldHeroIconMove ; RohirrimAttentionLivingWorld
OnMoveStartedSound = LivingWorldRohanArmyIconMove
WelcomeReinforcementsSound = MenWarArmyMergeMS ; Sound played when garrison joins with another garrison
KickOutReinforcementsSound = MenWarArmySplitMS ; Sound played when we split off some troops
DisbandUnitSound = CampSoldierWarArmySplit ; Sound when units are dismissed
RetreatTeleportToHomeRegionEvaEvent = WarAragornMustRetreatHome
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 = LWBanHAragorn ; 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 = LWBanHAragorn ; model name
SubObjects = LWBANSMALL
ZOffset = 5
Scale = 1.0
OrientAngle = 270
Clickable = Yes
Shadow = SHADOW_VOLUME
VisibleArmySizes = SMALL
UseHouseColor = Yes
End
Object MediumPip
Model = LWBanHAragorn ; model name
SubObjects = LWBANMEDIUM
ZOffset = 5
Scale = 1.0
OrientAngle = 270
Clickable = Yes
Shadow = SHADOW_VOLUME
VisibleArmySizes = MEDIUM
UseHouseColor = Yes
End
Object LargePip
Model = LWBanHAragorn ; 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 Theoden
;/////////////////////////////////////
LivingWorldArmyIcon HeroTheodenIcon
OnSelectedSound = LivingWorldHeroIconSelect ; GondorSoldierCelebrating
OnMovePlannedSound = LivingWorldHeroIconMove ; RohirrimAttentionLivingWorld
OnMoveStartedSound = LivingWorldRohanArmyIconMove
WelcomeReinforcementsSound = MenWarArmyMergeMS ; Sound played when garrison joins with another garrison
KickOutReinforcementsSound = MenWarArmySplitMS ; Sound played when we split off some troops
DisbandUnitSound = CampSoldierWarArmySplit ; Sound when units are dismissed
RetreatTeleportToHomeRegionEvaEvent = WarTheodenMustRetreatHome
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 = LWBanHTheoden ; 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 = LWBanHTheoden ; model name
SubObjects = LWBANSMALL
ZOffset = 5
Scale = 1.0
OrientAngle = 270
Clickable = Yes
Shadow = SHADOW_VOLUME
VisibleArmySizes = SMALL
UseHouseColor = Yes
End
Object MediumPip
Model = LWBanHTheoden ; model name
SubObjects = LWBANMEDIUM
ZOffset = 5
Scale = 1.0
OrientAngle = 270
Clickable = Yes
Shadow = SHADOW_VOLUME
VisibleArmySizes = MEDIUM
UseHouseColor = Yes
End
Object LargePip
Model = LWBanHTheoden ; 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 Boromir
;/////////////////////////////////////
LivingWorldArmyIcon HeroBoromirIcon
OnSelectedSound = LivingWorldHeroIconSelect ; GondorSoldierCelebrating
OnMovePlannedSound = LivingWorldHeroIconMove ; RohirrimAttentionLivingWorld
OnMoveStartedSound = LivingWorldRohanArmyIconMove
WelcomeReinforcementsSound = MenWarArmyMergeMS ; Sound played when garrison joins with another garrison
KickOutReinforcementsSound = MenWarArmySplitMS ; Sound played when we split off some troops
DisbandUnitSound = CampSoldierWarArmySplit ; Sound when units are dismissed
RetreatTeleportToHomeRegionEvaEvent = WarBoromirMustRetreatHome
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 = LWBanHBoromir ; 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 = LWBanHBoromir ; model name
SubObjects = LWBANSMALL
ZOffset = 5
Scale = 1.0
OrientAngle = 270
Clickable = Yes
Shadow = SHADOW_VOLUME
VisibleArmySizes = SMALL
UseHouseColor = Yes
End
Object MediumPip
Model = LWBanHBoromir ; model name
SubObjects = LWBANMEDIUM
ZOffset = 5
Scale = 1.0
OrientAngle = 270
Clickable = Yes
Shadow = SHADOW_VOLUME
VisibleArmySizes = MEDIUM
UseHouseColor = Yes
End
Object LargePip
Model = LWBanHBoromir ; 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