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data_ini_livingworldteststructures.ini
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2006-01-31
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;--------------------- Test Structures begin---------------------------------
; test Dwaven structres
LivingWorldAnimObject LWSDwfArmory
Model = LWSDwfArmory ; model used
Pos = x:677 Y:524 Z:64 ; map offset
Frame = 0.11 ; starting anim frame (0 to 1.0 - used as percent of total frames in anim)
HasAnim = NO
Xfer = NO ; this object should be xferred (position can change during campaign)
Shadow = SHADOW_VOLUME
OrientAngle = 0.0
End
LivingWorldAnimObject LWSDwfBarracks
Model = LWSDwfBarracks ; model used
Pos = x:674 Y:340 Z:64 ; map offset
Frame = 0.11 ; starting anim frame (0 to 1.0 - used as percent of total frames in anim)
HasAnim = NO
Xfer = NO ; this object should be xferred (position can change during campaign)
Shadow = SHADOW_VOLUME
OrientAngle = 0.0
End
LivingWorldAnimObject LWSDwfFarm
Model = LWSDwfFarm ; model used
Pos = x:812 Y:333 Z:64 ; map offset
Frame = 0.11 ; starting anim frame (0 to 1.0 - used as percent of total frames in anim)
HasAnim = NO
Xfer = NO ; this object should be xferred (position can change during campaign)
Shadow = SHADOW_VOLUME
OrientAngle = 0.0
End
LivingWorldAnimObject LWSDwfFort
Model = LWSDwfFort ; model used
Pos = x:823 Y:487 Z:64 ; map offset
Frame = 0.11 ; starting anim frame (0 to 1.0 - used as percent of total frames in anim)
HasAnim = NO
Xfer = NO ; this object should be xferred (position can change during campaign)
Shadow = SHADOW_VOLUME
OrientAngle = 0.0
End
LivingWorldAnimObject LWArmyHDwf
Model = LWArmyHDwf ; model used
Pos = x:939 Y:375 Z:64 ; map offset
Frame = 0.11 ; starting anim frame (0 to 1.0 - used as percent of total frames in anim)
HasAnim = NO
Xfer = NO ; this object should be xferred (position can change during campaign)
Shadow = SHADOW_VOLUME
OrientAngle = 0.0
End
LivingWorldAnimObject LWBanHGimli
Model = LWBanHGimli ; model used
Pos = x:953 Y:530 Z:64 ; map offset
Frame = 0.11 ; starting anim frame (0 to 1.0 - used as percent of total frames in anim)
HasAnim = NO
Xfer = NO ; this object should be xferred (position can change during campaign)
Shadow = SHADOW_VOLUME
OrientAngle = 0.0
End
; test Men of the West structres
LivingWorldAnimObject LWSMoWArmory
Model = LWSMoWArmory ; model used
Pos = x:937 Y:1977 Z:65 ; map offset
Frame = 0.11 ; starting anim frame (0 to 1.0 - used as percent of total frames in anim)
HasAnim = NO
Xfer = NO ; this object should be xferred (position can change during campaign)
Shadow = SHADOW_VOLUME
OrientAngle = 0.0
End
LivingWorldAnimObject LWSMoWBarracks
Model = LWSMoWBarracks ; model used
Pos = x:979 Y:1675 Z:65 ; map offset
Frame = 0.11 ; starting anim frame (0 to 1.0 - used as percent of total frames in anim)
HasAnim = NO
Xfer = NO ; this object should be xferred (position can change during campaign)
Shadow = SHADOW_VOLUME
OrientAngle = 0.0
End
LivingWorldAnimObject LWSMoWFarm
Model = LWSMoWFarm ; model used
Pos = x:1133 Y:1909 Z:65 ; map offset
Frame = 0.11 ; starting anim frame (0 to 1.0 - used as percent of total frames in anim)
HasAnim = NO
Xfer = NO ; this object should be xferred (position can change during campaign)
Shadow = SHADOW_VOLUME
OrientAngle = 0.0
End
LivingWorldAnimObject LWSMoWFort
Model = LWSMoWFort ; model used
Pos = x:1208 Y:1639 Z:65 ; map offset
Frame = 0.11 ; starting anim frame (0 to 1.0 - used as percent of total frames in anim)
HasAnim = NO
Xfer = NO ; this object should be xferred (position can change during campaign)
Shadow = SHADOW_VOLUME
OrientAngle = 0.0
End
; test Goblin structres
LivingWorldAnimObject LWSGobArmory
Model = LWSGobArmory ; model used
Pos = x:685 Y:1346 Z:64 ; map offset
Frame = 0.11 ; starting anim frame (0 to 1.0 - used as percent of total frames in anim)
HasAnim = NO
Xfer = NO ; this object should be xferred (position can change during campaign)
Shadow = SHADOW_VOLUME
OrientAngle = 0.0
End
LivingWorldAnimObject LWSGobBarracks
Model = LWSGobBarracks ; model used
Pos = x:666 Y:1171 Z:68 ; map offset
Frame = 0.11 ; starting anim frame (0 to 1.0 - used as percent of total frames in anim)
HasAnim = NO
Xfer = NO ; this object should be xferred (position can change during campaign)
Shadow = SHADOW_VOLUME
OrientAngle = 0.0
End
LivingWorldAnimObject LWSGobFarm
Model = LWSGobFarm ; model used
Pos = x:859 Y:1333 Z:65 ; map offset
Frame = 0.11 ; starting anim frame (0 to 1.0 - used as percent of total frames in anim)
HasAnim = NO
Xfer = NO ; this object should be xferred (position can change during campaign)
Shadow = SHADOW_VOLUME
OrientAngle = 0.0
End
LivingWorldAnimObject LWSGobFort
Model = LWSGobFort ; model used
Pos = x:847 Y:1142 Z:65 ; map offset
Frame = 0.11 ; starting anim frame (0 to 1.0 - used as percent of total frames in anim)
HasAnim = NO
Xfer = NO ; this object should be xferred (position can change during campaign)
Shadow = SHADOW_VOLUME
OrientAngle = 0.0
End
; test Elven structres
LivingWorldAnimObject LWSElvnArmory
Model = LWSElvnArmory ; model used
Pos = x:1156 Y:691 Z:65 ; map offset
Frame = 0.11 ; starting anim frame (0 to 1.0 - used as percent of total frames in anim)
HasAnim = NO
Xfer = NO ; this object should be xferred (position can change during campaign)
Shadow = SHADOW_VOLUME
OrientAngle = 0.0
End
LivingWorldAnimObject LWSElvnBarracks
Model = LWSElvnBarracks ; model used
Pos = x:1150 Y:513 Z:67 ; map offset
Frame = 0.11 ; starting anim frame (0 to 1.0 - used as percent of total frames in anim)
HasAnim = NO
Xfer = NO ; this object should be xferred (position can change during campaign)
Shadow = SHADOW_VOLUME
OrientAngle = 0.0
End
LivingWorldAnimObject LWSElvnFarm
Model = LWSElvnFarm ; model used
Pos = x:1309 Y:631 Z:79 ; map offset
Frame = 0.11 ; starting anim frame (0 to 1.0 - used as percent of total frames in anim)
HasAnim = NO
Xfer = NO ; this object should be xferred (position can change during campaign)
Shadow = SHADOW_VOLUME
OrientAngle = 0.0
End
LivingWorldAnimObject LWSElvnFort
Model = LWSElvnFort ; model used
Pos = x:1309 Y:476 Z:66 ; map offset
Frame = 0.11 ; starting anim frame (0 to 1.0 - used as percent of total frames in anim)
HasAnim = NO
Xfer = NO ; this object should be xferred (position can change during campaign)
Shadow = SHADOW_VOLUME
OrientAngle = 0.0
End
LivingWorldAnimObject LWArmyHElvn
Model = LWArmyHElvn ; model used
Pos = x:1500 Y:691 Z:65 ; map offset
Frame = 0.11 ; starting anim frame (0 to 1.0 - used as percent of total frames in anim)
HasAnim = NO
Xfer = NO ; this object should be xferred (position can change during campaign)
Shadow = SHADOW_VOLUME
OrientAngle = 0.0
End
LivingWorldAnimObject LWBanHElrond
Model = LWBanHElrond ; model used
Pos = x:1500 Y:484 Z:65 ; map offset
Frame = 0.11 ; starting anim frame (0 to 1.0 - used as percent of total frames in anim)
HasAnim = NO
Xfer = NO ; this object should be xferred (position can change during campaign)
Shadow = SHADOW_VOLUME
OrientAngle = 0.0
End
LivingWorldAnimObject LWBanHHaldir
Model = LWBanHHaldir ; model used
Pos = x:1611 Y:639 Z:55 ; map offset
Frame = 0.11 ; starting anim frame (0 to 1.0 - used as percent of total frames in anim)
HasAnim = NO
Xfer = NO ; this object should be xferred (position can change during campaign)
Shadow = SHADOW_VOLUME
OrientAngle = 0.0
End
LivingWorldAnimObject LWBanHThranduil
Model = LWBanHThranduil ; model used
Pos = x:1724 Y:631 Z:64 ; map offset
Frame = 0.11 ; starting anim frame (0 to 1.0 - used as percent of total frames in anim)
HasAnim = NO
Xfer = NO ; this object should be xferred (position can change during campaign)
Shadow = SHADOW_VOLUME
OrientAngle = 0.0
End
; test Isengard structures
LivingWorldAnimObject LWSIsenArmory
Model = LWSIsenArmory ; model used
Pos = x:1704 Y:1207 Z:65 ; map offset
Frame = 0.11 ; starting anim frame (0 to 1.0 - used as percent of total frames in anim)
HasAnim = NO
Xfer = NO ; this object should be xferred (position can change during campaign)
Shadow = SHADOW_VOLUME
OrientAngle = 0.0
End
LivingWorldAnimObject LWSIsenBarracks
Model = LWSIsenBarracks ; model used
Pos = x:1687 Y:957 Z:61 ; map offset
Frame = 0.11 ; starting anim frame (0 to 1.0 - used as percent of total frames in anim)
HasAnim = NO
Xfer = NO ; this object should be xferred (position can change during campaign)
Shadow = SHADOW_VOLUME
OrientAngle = 0.0
End
LivingWorldAnimObject LWSIsenFarm
Model = LWSIsenFarm ; model used
Pos = x:1850 Y:1111 Z:65 ; map offset
Frame = 0.11 ; starting anim frame (0 to 1.0 - used as percent of total frames in anim)
HasAnim = NO
Xfer = NO ; this object should be xferred (position can change during campaign)
Shadow = SHADOW_VOLUME
OrientAngle = 0.0
End
LivingWorldAnimObject LWSIsenFort
Model = LWSIsenFort ; model used
Pos = x:1836 Y:895 Z:63 ; map offset
Frame = 0.11 ; starting anim frame (0 to 1.0 - used as percent of total frames in anim)
HasAnim = NO
Xfer = NO ; this object should be xferred (position can change during campaign)
Shadow = SHADOW_VOLUME
OrientAngle = 0.0
End
LivingWorldAnimObject LWBanHSaruman
Model = LWBanHSaruman ; model used
Pos = x:1943 Y:840 Z:64 ; map offset
Frame = 0.11 ; starting anim frame (0 to 1.0 - used as percent of total frames in anim)
HasAnim = NO
Xfer = NO ; this object should be xferred (position can change during campaign)
Shadow = SHADOW_VOLUME
OrientAngle = 0.0
End
LivingWorldAnimObject LWArmyHIsen
Model = LWArmyHIsen ; model used
Pos = x:2000 Y:1137 Z:65 ; map offset
Frame = 0.11 ; starting anim frame (0 to 1.0 - used as percent of total frames in anim)
HasAnim = NO
Xfer = NO ; this object should be xferred (position can change during campaign)
Shadow = SHADOW_VOLUME
OrientAngle = 0.0
End
; test Mordor structures
LivingWorldAnimObject LWSMorArmory
Model = LWSMorArmory ; model used
Pos = x:340 Y:677 Z:65 ; map offset
Frame = 0.11 ; starting anim frame (0 to 1.0 - used as percent of total frames in anim)
HasAnim = NO
Xfer = NO ; this object should be xferred (position can change during campaign)
Shadow = SHADOW_VOLUME
OrientAngle = 0.0
End
LivingWorldAnimObject LWSMorBarracks
Model = LWSMorBarracks ; model used
Pos = x:426 Y:693 Z:64 ; map offset
Frame = 0.11 ; starting anim frame (0 to 1.0 - used as percent of total frames in anim)
HasAnim = NO
Xfer = NO ; this object should be xferred (position can change during campaign)
Shadow = SHADOW_VOLUME
OrientAngle = 0.0
End
LivingWorldAnimObject LWSMorFarm
Model = LWSMorFarm ; model used
Pos = x:531 Y:713 Z:64 ; map offset
Frame = 0.11 ; starting anim frame (0 to 1.0 - used as percent of total frames in anim)
HasAnim = NO
Xfer = NO ; this object should be xferred (position can change during campaign)
Shadow = SHADOW_VOLUME
OrientAngle = 0.0
End
LivingWorldAnimObject LWSMorFort
Model = LWSMorFort ; model used
Pos = x:664 Y:689 Z:64 ; map offset
Frame = 0.11 ; starting anim frame (0 to 1.0 - used as percent of total frames in anim)
HasAnim = NO
Xfer = NO ; this object should be xferred (position can change during campaign)
Shadow = SHADOW_VOLUME
OrientAngle = 0.0
End
LivingWorldAnimObject LWArmyHMor
Model = LWArmyHMor ; model used
Pos = x:680 Y:785 Z:64 ; map offset
Frame = 0.11 ; starting anim frame (0 to 1.0 - used as percent of total frames in anim)
HasAnim = NO
Xfer = NO ; this object should be xferred (position can change during campaign)
Shadow = SHADOW_VOLUME
OrientAngle = 0.0
End
LivingWorldAnimObject LWBanHWitchKing
Model = LWBanHWitchKing ; model used
Pos = x:760 Y:785 Z:64 ; map offset
Frame = 0.11 ; starting anim frame (0 to 1.0 - used as percent of total frames in anim)
HasAnim = NO
Xfer = NO ; this object should be xferred (position can change during campaign)
Shadow = SHADOW_VOLUME
OrientAngle = 0.0
End
LivingWorldAnimObject LWBanHFBeast1
Model = LWBanHFBeast1 ; model used
Pos = x:850 Y:785 Z:64 ; map offset
Frame = 0.11 ; starting anim frame (0 to 1.0 - used as percent of total frames in anim)
HasAnim = NO
Xfer = NO ; this object should be xferred (position can change during campaign)
Shadow = SHADOW_VOLUME
OrientAngle = 0.0
End
LivingWorldAnimObject LWBanHFBeast2
Model = LWBanHFBeast2 ; model used
Pos = x:930 Y:785 Z:64 ; map offset
Frame = 0.11 ; starting anim frame (0 to 1.0 - used as percent of total frames in anim)
HasAnim = NO
Xfer = NO ; this object should be xferred (position can change during campaign)
Shadow = SHADOW_VOLUME
OrientAngle = 0.0
End
;-------------------- Test Structures end ---------------------------------