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Text File  |  2006-01-31  |  141KB  |  5,082 lines

  1.  
  2.  
  3. ;------------------------------------------------------------
  4. Object BlueMtnWall01
  5.  
  6.     ;SelectPortrait = BuildingNoArt
  7.  
  8.     ; *** ART Parameters ***
  9.         Draw = W3DScriptedModelDraw ModuleTag_01
  10.             OkToChangeModelColor = Yes
  11.             
  12.             StaticModelLODMode = yes
  13.             
  14.             DefaultModelConditionState
  15.                 Model = BB_wall01
  16.             End
  17.         
  18.         ;    WallBoundsMesh = GBMTWallAPTop
  19.         
  20.         ; ---------- destruction states
  21.     
  22.      ModelConditionState  = DAMAGED
  23.       Model         = BB_wall01
  24.       ParticleSysBone DUSTBONE01 FireBuildingSmall
  25.       ParticleSysBone DUSTBONE02 FireBuildingSmall
  26.       ParticleSysBone DUSTBONE03 FireBuildingSmall
  27.       ParticleSysBone FireMedium01 FireBuildingMedium
  28.       ParticleSysBone FireMedium02 FireBuildingMedium
  29.       ParticleSysBone FireLarge01 FireBuildingLarge
  30.       ParticleSysBone SmokeLarge01 SmokeBuildingLarge
  31.     
  32.     End
  33.  
  34.     ModelConditionState  = REALLYDAMAGED
  35.       Model         = BB_wall01
  36.       ParticleSysBone DUSTBONE01 FireBuildingSmall
  37.       ParticleSysBone DUSTBONE02 FireBuildingSmall
  38.       ParticleSysBone DUSTBONE03 FireBuildingSmall
  39.       ParticleSysBone FireMedium01 FireBuildingMedium
  40.       ParticleSysBone FireMedium02 FireBuildingMedium
  41.       ParticleSysBone FireLarge01 FireBuildingLarge
  42.     
  43.     End
  44.     
  45.     ModelConditionState  = RUBBLE
  46.       Model         = BB_wall01
  47.       ParticleSysBone SmokeLarge01 SmokeBuildingLarge
  48.     End
  49.  
  50.     ModelConditionState  = POST_RUBBLE
  51.       Model         = None
  52.       ParticleSysBone NONE SmokeBuildingMediumRubble
  53.     End
  54.  
  55.     ModelConditionState  = POST_COLLAPSE
  56.       Model         = None
  57.       ParticleSysBone NONE SmokeBuildingMediumRubble
  58.     End
  59.     
  60.  
  61.         End
  62.  
  63.  
  64.     ; *** AUDIO Parameters ***
  65.  
  66.     SoundOnDamaged                = BuildingLightDamageStone
  67.     SoundOnReallyDamaged        = BuildingHeavyDamageStone
  68.  
  69.  
  70.     ; ***DESIGN parameters ***
  71.  
  72.         DisplayName      = OBJECT:Prop
  73.         EditorSorting   = STRUCTURE
  74.  
  75.         ArmorSet
  76.             Conditions        = None
  77.             Armor             = NoArmor
  78.             DamageFX          = None
  79.         End
  80.  
  81. ; *** ENGINEERING Parameters ***  
  82.         KindOf                = STRUCTURE IMMOBILE IGNORED_IN_GUI
  83.         RadarPriority = STRUCTURE
  84.         Body                  = ActiveBody ModuleTag_03
  85.             MaxHealth                = 2000.0
  86.             MaxHealthDamaged          = 1500.0
  87.             MaxHealthReallyDamaged     = 1000.0
  88.         End
  89.  
  90.         ; Note that structures with "RUBBLE" states should not use DestroyDie; such buildings are 
  91.         ; never truly destroyed, even when reduced to zero health. Also note that garrisonable
  92.         ; buildings automatically stick around because GarrisonContain has it's own DieModule
  93.         Behavior = SlowDeathBehavior ModuleTag_SlowDeathWithoutRubble
  94.       DestructionDelay  = 2500
  95.         End
  96.  
  97.   Behavior                  = StructureCollapseUpdate ModuleTag_04
  98.     MinCollapseDelay        = 000
  99.     MaxCollapseDelay        = 000
  100.     CollapseDamping         = .5
  101.     MaxShudder              = 0.6
  102.     MinBurstDelay           = 250
  103.     MaxBurstDelay           = 800
  104.     BigBurstFrequency       = 4
  105.     FXList                  = INITIAL   FX_StructureMediumCollapse
  106.     OCL                        = INITIAL    OCL_StructureRubblePileLarge ; creates a rising pile of debris halfway-done
  107.  
  108.   End
  109.  
  110.   
  111.   
  112.           Geometry              = BOX
  113.         GeometryMajorRadius   = 51
  114.         GeometryMinorRadius   = 18
  115.         GeometryHeight        = 105
  116.         GeometryIsSmall       = No
  117.         GeometryOffset        = X:0 Y:32 Z:0
  118.  
  119.  
  120.         Shadow                = SHADOW_VOLUME
  121.     End
  122.  
  123.  
  124. ;------------------------------------------------------------
  125.  
  126.  
  127. Object BlueMtnWall03
  128.  
  129.     ;SelectPortrait = BuildingNoArt
  130.  
  131.     ; *** ART Parameters ***
  132.         Draw = W3DScriptedModelDraw ModuleTag_01
  133.             OkToChangeModelColor = Yes
  134.             
  135.             StaticModelLODMode = yes
  136.             
  137.             DefaultModelConditionState
  138.                 Model = BB_wall03
  139.             End
  140.         
  141.         ;    WallBoundsMesh = GBMTWallAPTop
  142.         
  143.         ; ---------- destruction states
  144.     
  145.      ModelConditionState  = DAMAGED
  146.       Model         = BB_wall03
  147.       ParticleSysBone DUSTBONE01 FireBuildingSmall
  148.       ParticleSysBone DUSTBONE02 FireBuildingSmall
  149.       ParticleSysBone DUSTBONE03 FireBuildingSmall
  150.       ParticleSysBone FireMedium01 FireBuildingMedium
  151.       ParticleSysBone FireMedium02 FireBuildingMedium
  152.       ParticleSysBone FireLarge01 FireBuildingLarge
  153.       ParticleSysBone SmokeLarge01 SmokeBuildingLarge
  154.     
  155.     End
  156.  
  157.     ModelConditionState  = REALLYDAMAGED
  158.       Model         = BB_wall03
  159.       ParticleSysBone DUSTBONE01 FireBuildingSmall
  160.       ParticleSysBone DUSTBONE02 FireBuildingSmall
  161.       ParticleSysBone DUSTBONE03 FireBuildingSmall
  162.       ParticleSysBone FireMedium01 FireBuildingMedium
  163.       ParticleSysBone FireMedium02 FireBuildingMedium
  164.       ParticleSysBone FireLarge01 FireBuildingLarge
  165.     
  166.     End
  167.     
  168.     ModelConditionState  = RUBBLE
  169.       Model         = BB_wall03
  170.       ParticleSysBone SmokeLarge01 SmokeBuildingLarge
  171.     End
  172.  
  173.     ModelConditionState  = POST_RUBBLE
  174.       Model         = None
  175.       ParticleSysBone NONE SmokeBuildingMediumRubble
  176.     End
  177.  
  178.     ModelConditionState  = POST_COLLAPSE
  179.       Model         = None
  180.       ParticleSysBone NONE SmokeBuildingMediumRubble
  181.     End
  182.     
  183.  
  184.         End
  185.  
  186.  
  187.     ; *** AUDIO Parameters ***
  188.  
  189.     SoundOnDamaged            = BuildingLightDamageStone
  190.     SoundOnReallyDamaged        = BuildingHeavyDamageStone
  191.  
  192.  
  193.     ; ***DESIGN parameters ***
  194.  
  195.         DisplayName      = OBJECT:Prop
  196.         EditorSorting   = STRUCTURE
  197.  
  198.         ArmorSet
  199.             Conditions        = None
  200.             Armor             = NoArmor
  201.             DamageFX          = None
  202.         End
  203.  
  204. ; *** ENGINEERING Parameters ***  
  205.         KindOf                = STRUCTURE IMMOBILE IGNORED_IN_GUI
  206.         RadarPriority = STRUCTURE
  207.         Body                  = ActiveBody ModuleTag_03
  208.             MaxHealth                = 2000.0
  209.             MaxHealthDamaged          = 1500.0
  210.             MaxHealthReallyDamaged     = 1000.0
  211.         End
  212.  
  213.         ; Note that structures with "RUBBLE" states should not use DestroyDie; such buildings are 
  214.         ; never truly destroyed, even when reduced to zero health. Also note that garrisonable
  215.         ; buildings automatically stick around because GarrisonContain has it's own DieModule
  216.         Behavior = SlowDeathBehavior ModuleTag_SlowDeathWithoutRubble
  217.       DestructionDelay  = 2500
  218.         End
  219.  
  220.   Behavior                  = StructureCollapseUpdate ModuleTag_04
  221.     MinCollapseDelay        = 000
  222.     MaxCollapseDelay        = 000
  223.     CollapseDamping         = .5
  224.     MaxShudder              = 0.6
  225.     MinBurstDelay           = 250
  226.     MaxBurstDelay           = 800
  227.     BigBurstFrequency       = 4
  228.     FXList                  = INITIAL   FX_StructureMediumCollapse
  229.     OCL                        = INITIAL    OCL_StructureRubblePileLarge ; creates a rising pile of debris halfway-done
  230.  
  231.   End
  232.  
  233.   
  234.   
  235.           Geometry              = BOX
  236.         GeometryMajorRadius   = 51
  237.         GeometryMinorRadius   = 18
  238.         GeometryHeight        = 105
  239.         GeometryIsSmall       = No
  240.         GeometryOffset        = X:0 Y:32 Z:0
  241.  
  242.  
  243.         Shadow                = SHADOW_VOLUME
  244.     End
  245.  
  246.  
  247.  
  248. ;------------------------------------------------------------
  249. Object BlueMtnWallDamage
  250.  
  251.     ;SelectPortrait = BuildingNoArt
  252.  
  253.     ; *** ART Parameters ***
  254.         Draw = W3DScriptedModelDraw ModuleTag_01
  255.             OkToChangeModelColor = Yes
  256.             
  257.             StaticModelLODMode = yes
  258.             
  259.             DefaultModelConditionState
  260.                 Model = BB_walld
  261.             End
  262.         
  263.         ;    WallBoundsMesh = GBMTWallAPTop
  264.         
  265.         ; ---------- destruction states
  266.     
  267.      ModelConditionState  = DAMAGED
  268.       Model         = BB_walld
  269.       ParticleSysBone DUSTBONE01 FireBuildingSmall
  270.       ParticleSysBone DUSTBONE02 FireBuildingSmall
  271.       ParticleSysBone DUSTBONE03 FireBuildingSmall
  272.       ParticleSysBone FireMedium01 FireBuildingMedium
  273.       ParticleSysBone FireMedium02 FireBuildingMedium
  274.       ParticleSysBone FireLarge01 FireBuildingLarge
  275.       ParticleSysBone SmokeLarge01 SmokeBuildingLarge
  276.     
  277.     End
  278.  
  279.     ModelConditionState  = REALLYDAMAGED
  280.       Model         = BB_walld
  281.       ParticleSysBone DUSTBONE01 FireBuildingSmall
  282.       ParticleSysBone DUSTBONE02 FireBuildingSmall
  283.       ParticleSysBone DUSTBONE03 FireBuildingSmall
  284.       ParticleSysBone FireMedium01 FireBuildingMedium
  285.       ParticleSysBone FireMedium02 FireBuildingMedium
  286.       ParticleSysBone FireLarge01 FireBuildingLarge
  287.     
  288.     End
  289.     
  290.     ModelConditionState  = RUBBLE
  291.       Model         = BB_walld
  292.       ParticleSysBone SmokeLarge01 SmokeBuildingLarge
  293.     End
  294.  
  295.     ModelConditionState  = POST_RUBBLE
  296.       Model         = None
  297.       ParticleSysBone NONE SmokeBuildingMediumRubble
  298.     End
  299.  
  300.     ModelConditionState  = POST_COLLAPSE
  301.       Model         = None
  302.       ParticleSysBone NONE SmokeBuildingMediumRubble
  303.     End
  304.     
  305.  
  306.         End
  307.  
  308.  
  309.     ; *** AUDIO Parameters ***
  310.  
  311.     SoundOnDamaged            = BuildingLightDamageStone
  312.     SoundOnReallyDamaged        = BuildingHeavyDamageStone
  313.  
  314.  
  315.     ; ***DESIGN parameters ***
  316.  
  317.         DisplayName      = OBJECT:Prop
  318.         EditorSorting   = STRUCTURE
  319.  
  320.         ArmorSet
  321.             Conditions        = None
  322.             Armor             = NoArmor
  323.             DamageFX          = None
  324.         End
  325.  
  326. ; *** ENGINEERING Parameters ***  
  327.         KindOf                = STRUCTURE IMMOBILE IGNORED_IN_GUI
  328.         RadarPriority = STRUCTURE
  329.         Body                  = ActiveBody ModuleTag_03
  330.             MaxHealth                = 2000.0
  331.             MaxHealthDamaged          = 1500.0
  332.             MaxHealthReallyDamaged     = 1000.0
  333.         End
  334.  
  335.         ; Note that structures with "RUBBLE" states should not use DestroyDie; such buildings are 
  336.         ; never truly destroyed, even when reduced to zero health. Also note that garrisonable
  337.         ; buildings automatically stick around because GarrisonContain has it's own DieModule
  338.         Behavior = SlowDeathBehavior ModuleTag_SlowDeathWithoutRubble
  339.       DestructionDelay  = 2500
  340.         End
  341.  
  342.   Behavior                  = StructureCollapseUpdate ModuleTag_04
  343.     MinCollapseDelay        = 000
  344.     MaxCollapseDelay        = 000
  345.     CollapseDamping         = .5
  346.     MaxShudder              = 0.6
  347.     MinBurstDelay           = 250
  348.     MaxBurstDelay           = 800
  349.     BigBurstFrequency       = 4
  350.     FXList                  = INITIAL   FX_StructureMediumCollapse
  351.     OCL                        = INITIAL    OCL_StructureRubblePileLarge ; creates a rising pile of debris halfway-done
  352.  
  353.   End
  354.  
  355.   
  356.   
  357.           Geometry              = BOX
  358.         GeometryMajorRadius   = 51
  359.         GeometryMinorRadius   = 18
  360.         GeometryHeight        = 105
  361.         GeometryIsSmall       = No
  362.         GeometryOffset        = X:0 Y:32 Z:0
  363.  
  364.  
  365.         Shadow                = SHADOW_VOLUME
  366.     End
  367. ;------------------------------------------------------------
  368. Object BlueMtnWallDamage2
  369.  
  370.     ;SelectPortrait = BuildingNoArt
  371.  
  372.     ; *** ART Parameters ***
  373.         Draw = W3DScriptedModelDraw ModuleTag_01
  374.             OkToChangeModelColor = Yes
  375.             
  376.             StaticModelLODMode = yes
  377.             
  378.             DefaultModelConditionState
  379.                 Model = BB_walld2
  380.             End
  381.         
  382.         ;    WallBoundsMesh = GBMTWallAPTop
  383.         
  384.         ; ---------- destruction states
  385.     
  386.      ModelConditionState  = DAMAGED
  387.       Model         = BB_walld2
  388.       ParticleSysBone DUSTBONE01 FireBuildingSmall
  389.       ParticleSysBone DUSTBONE02 FireBuildingSmall
  390.       ParticleSysBone DUSTBONE03 FireBuildingSmall
  391.       ParticleSysBone FireMedium01 FireBuildingMedium
  392.       ParticleSysBone FireMedium02 FireBuildingMedium
  393.       ParticleSysBone FireLarge01 FireBuildingLarge
  394.       ParticleSysBone SmokeLarge01 SmokeBuildingLarge
  395.     
  396.     End
  397.  
  398.     ModelConditionState  = REALLYDAMAGED
  399.       Model         = BB_walld2
  400.       ParticleSysBone DUSTBONE01 FireBuildingSmall
  401.       ParticleSysBone DUSTBONE02 FireBuildingSmall
  402.       ParticleSysBone DUSTBONE03 FireBuildingSmall
  403.       ParticleSysBone FireMedium01 FireBuildingMedium
  404.       ParticleSysBone FireMedium02 FireBuildingMedium
  405.       ParticleSysBone FireLarge01 FireBuildingLarge
  406.     
  407.     End
  408.     
  409.     ModelConditionState  = RUBBLE
  410.       Model         = BB_walld2
  411.       ParticleSysBone SmokeLarge01 SmokeBuildingLarge
  412.     End
  413.  
  414.     ModelConditionState  = POST_RUBBLE
  415.       Model         = None
  416.       ParticleSysBone NONE SmokeBuildingMediumRubble
  417.     End
  418.  
  419.     ModelConditionState  = POST_COLLAPSE
  420.       Model         = None
  421.       ParticleSysBone NONE SmokeBuildingMediumRubble
  422.     End
  423.     
  424.  
  425.         End
  426.  
  427.  
  428.     ; *** AUDIO Parameters ***
  429.  
  430.     SoundOnDamaged            = BuildingLightDamageStone
  431.     SoundOnReallyDamaged        = BuildingHeavyDamageStone
  432.  
  433.  
  434.     ; ***DESIGN parameters ***
  435.  
  436.         DisplayName      = OBJECT:Prop
  437.         EditorSorting   = STRUCTURE
  438.  
  439.         ArmorSet
  440.             Conditions        = None
  441.             Armor             = NoArmor
  442.             DamageFX          = None
  443.         End
  444.  
  445. ; *** ENGINEERING Parameters ***  
  446.         KindOf                = STRUCTURE IMMOBILE IGNORED_IN_GUI
  447.         RadarPriority = STRUCTURE
  448.         Body                  = ActiveBody ModuleTag_03
  449.             MaxHealth                = 2000.0
  450.             MaxHealthDamaged          = 1500.0
  451.             MaxHealthReallyDamaged     = 1000.0
  452.         End
  453.  
  454.         ; Note that structures with "RUBBLE" states should not use DestroyDie; such buildings are 
  455.         ; never truly destroyed, even when reduced to zero health. Also note that garrisonable
  456.         ; buildings automatically stick around because GarrisonContain has it's own DieModule
  457.         Behavior = SlowDeathBehavior ModuleTag_SlowDeathWithoutRubble
  458.       DestructionDelay  = 2500
  459.         End
  460.  
  461.   Behavior                  = StructureCollapseUpdate ModuleTag_04
  462.     MinCollapseDelay        = 000
  463.     MaxCollapseDelay        = 000
  464.     CollapseDamping         = .5
  465.     MaxShudder              = 0.6
  466.     MinBurstDelay           = 250
  467.     MaxBurstDelay           = 800
  468.     BigBurstFrequency       = 4
  469.     FXList                  = INITIAL   FX_StructureMediumCollapse
  470.     OCL                        = INITIAL    OCL_StructureRubblePileLarge ; creates a rising pile of debris halfway-done
  471.  
  472.   End
  473.  
  474.   
  475.   
  476.           Geometry              = BOX
  477.         GeometryMajorRadius   = 51
  478.         GeometryMinorRadius   = 18
  479.         GeometryHeight        = 105
  480.         GeometryIsSmall       = No
  481.         GeometryOffset        = X:0 Y:32 Z:0
  482.  
  483.  
  484.         Shadow                = SHADOW_VOLUME
  485.     End
  486. ;------------------------------------------------------------
  487. Object BlueMtnWallDamage3
  488.  
  489.     ;SelectPortrait = BuildingNoArt
  490.  
  491.     ; *** ART Parameters ***
  492.         Draw = W3DScriptedModelDraw ModuleTag_01
  493.             OkToChangeModelColor = Yes
  494.             
  495.             StaticModelLODMode = yes
  496.             
  497.             DefaultModelConditionState
  498.                 Model = BB_walld3
  499.             End
  500.         
  501.         ;    WallBoundsMesh = GBMTWallAPTop
  502.         
  503.         ; ---------- destruction states
  504.     
  505.      ModelConditionState  = DAMAGED
  506.       Model         = BB_walld3
  507.       ParticleSysBone DUSTBONE01 FireBuildingSmall
  508.       ParticleSysBone DUSTBONE02 FireBuildingSmall
  509.       ParticleSysBone DUSTBONE03 FireBuildingSmall
  510.       ParticleSysBone FireMedium01 FireBuildingMedium
  511.       ParticleSysBone FireMedium02 FireBuildingMedium
  512.       ParticleSysBone FireLarge01 FireBuildingLarge
  513.       ParticleSysBone SmokeLarge01 SmokeBuildingLarge
  514.     
  515.     End
  516.  
  517.     ModelConditionState  = REALLYDAMAGED
  518.       Model         = BB_walld3
  519.       ParticleSysBone DUSTBONE01 FireBuildingSmall
  520.       ParticleSysBone DUSTBONE02 FireBuildingSmall
  521.       ParticleSysBone DUSTBONE03 FireBuildingSmall
  522.       ParticleSysBone FireMedium01 FireBuildingMedium
  523.       ParticleSysBone FireMedium02 FireBuildingMedium
  524.       ParticleSysBone FireLarge01 FireBuildingLarge
  525.     
  526.     End
  527.     
  528.     ModelConditionState  = RUBBLE
  529.       Model         = BB_walld3
  530.       ParticleSysBone SmokeLarge01 SmokeBuildingLarge
  531.     End
  532.  
  533.     ModelConditionState  = POST_RUBBLE
  534.       Model         = None
  535.       ParticleSysBone NONE SmokeBuildingMediumRubble
  536.     End
  537.  
  538.     ModelConditionState  = POST_COLLAPSE
  539.       Model         = None
  540.       ParticleSysBone NONE SmokeBuildingMediumRubble
  541.     End
  542.     
  543.  
  544.         End
  545.  
  546.  
  547.     ; *** AUDIO Parameters ***
  548.  
  549.     SoundOnDamaged            = BuildingLightDamageStone
  550.     SoundOnReallyDamaged        = BuildingHeavyDamageStone
  551.  
  552.  
  553.     ; ***DESIGN parameters ***
  554.  
  555.         DisplayName      = OBJECT:Prop
  556.         EditorSorting   = STRUCTURE
  557.  
  558.         ArmorSet
  559.             Conditions        = None
  560.             Armor             = NoArmor
  561.             DamageFX          = None
  562.         End
  563.  
  564. ; *** ENGINEERING Parameters ***  
  565.         KindOf                = STRUCTURE IMMOBILE IGNORED_IN_GUI
  566.         RadarPriority = STRUCTURE
  567.         Body                  = ActiveBody ModuleTag_03
  568.             MaxHealth                = 2000.0
  569.             MaxHealthDamaged          = 1500.0
  570.             MaxHealthReallyDamaged     = 1000.0
  571.         End
  572.  
  573.         ; Note that structures with "RUBBLE" states should not use DestroyDie; such buildings are 
  574.         ; never truly destroyed, even when reduced to zero health. Also note that garrisonable
  575.         ; buildings automatically stick around because GarrisonContain has it's own DieModule
  576.         Behavior = SlowDeathBehavior ModuleTag_SlowDeathWithoutRubble
  577.       DestructionDelay  = 2500
  578.         End
  579.  
  580.   Behavior                  = StructureCollapseUpdate ModuleTag_04
  581.     MinCollapseDelay        = 000
  582.     MaxCollapseDelay        = 000
  583.     CollapseDamping         = .5
  584.     MaxShudder              = 0.6
  585.     MinBurstDelay           = 250
  586.     MaxBurstDelay           = 800
  587.     BigBurstFrequency       = 4
  588.     FXList                  = INITIAL   FX_StructureMediumCollapse
  589.     OCL                        = INITIAL    OCL_StructureRubblePileLarge ; creates a rising pile of debris halfway-done
  590.  
  591.   End
  592.  
  593.   
  594.   
  595.           Geometry              = BOX
  596.         GeometryMajorRadius   = 51
  597.         GeometryMinorRadius   = 18
  598.         GeometryHeight        = 105
  599.         GeometryIsSmall       = No
  600.         GeometryOffset        = X:0 Y:32 Z:0
  601.  
  602.  
  603.         Shadow                = SHADOW_VOLUME
  604.     End
  605.  
  606. ;------------------------------------------------------------
  607.  
  608. Object BlueMtnWell
  609.  
  610.     ;SelectPortrait = BuildingNoArt
  611.  
  612.     ; *** ART Parameters ***
  613.         Draw = W3DScriptedModelDraw ModuleTag_01
  614.             OkToChangeModelColor = Yes
  615.             
  616.             StaticModelLODMode = yes
  617.             
  618.             DefaultModelConditionState
  619.                 Model = BB_well
  620.             End
  621.         
  622.         ;    WallBoundsMesh = GBMTWallAPTop
  623.         
  624.         ; ---------- destruction states
  625.     
  626.      ModelConditionState  = DAMAGED
  627.       Model         = BB_well
  628.       ParticleSysBone DUSTBONE01 FireBuildingSmall
  629.       ParticleSysBone DUSTBONE02 FireBuildingSmall
  630.       ParticleSysBone DUSTBONE03 FireBuildingSmall
  631.       ParticleSysBone FireMedium01 FireBuildingMedium
  632.       ParticleSysBone FireMedium02 FireBuildingMedium
  633.       ParticleSysBone FireLarge01 FireBuildingLarge
  634.       ParticleSysBone SmokeLarge01 SmokeBuildingLarge
  635.     
  636.     End
  637.  
  638.     ModelConditionState  = REALLYDAMAGED
  639.       Model         = BB_well
  640.       ParticleSysBone DUSTBONE01 FireBuildingSmall
  641.       ParticleSysBone DUSTBONE02 FireBuildingSmall
  642.       ParticleSysBone DUSTBONE03 FireBuildingSmall
  643.       ParticleSysBone FireMedium01 FireBuildingMedium
  644.       ParticleSysBone FireMedium02 FireBuildingMedium
  645.       ParticleSysBone FireLarge01 FireBuildingLarge
  646.     
  647.     End
  648.     
  649.     ModelConditionState  = RUBBLE
  650.       Model         = BB_well
  651.       ParticleSysBone SmokeLarge01 SmokeBuildingLarge
  652.     End
  653.  
  654.     ModelConditionState  = POST_RUBBLE
  655.       Model         = None
  656.       ParticleSysBone NONE SmokeBuildingMediumRubble
  657.     End
  658.  
  659.     ModelConditionState  = POST_COLLAPSE
  660.       Model         = None
  661.       ParticleSysBone NONE SmokeBuildingMediumRubble
  662.     End
  663.     
  664.  
  665.         End
  666.  
  667.  
  668.     ; *** AUDIO Parameters ***
  669.  
  670.     SoundOnDamaged            = BuildingLightDamageStone
  671.     SoundOnReallyDamaged        = BuildingHeavyDamageStone
  672.  
  673.  
  674.     ; ***DESIGN parameters ***
  675.  
  676.         DisplayName      = OBJECT:Prop
  677.         EditorSorting   = STRUCTURE
  678.  
  679.         ArmorSet
  680.             Conditions        = None
  681.             Armor             = NoArmor
  682.             DamageFX          = None
  683.         End
  684.  
  685. ; *** ENGINEERING Parameters ***  
  686.         KindOf                = STRUCTURE IMMOBILE IGNORED_IN_GUI
  687.         RadarPriority = STRUCTURE
  688.         Body                  = ActiveBody ModuleTag_03
  689.             MaxHealth                = 2000.0
  690.             MaxHealthDamaged          = 1500.0
  691.             MaxHealthReallyDamaged     = 1000.0
  692.         End
  693.  
  694.         ; Note that structures with "RUBBLE" states should not use DestroyDie; such buildings are 
  695.         ; never truly destroyed, even when reduced to zero health. Also note that garrisonable
  696.         ; buildings automatically stick around because GarrisonContain has it's own DieModule
  697.         Behavior = SlowDeathBehavior ModuleTag_SlowDeathWithoutRubble
  698.       DestructionDelay  = 2500
  699.         End
  700.  
  701.   Behavior                  = StructureCollapseUpdate ModuleTag_04
  702.     MinCollapseDelay        = 000
  703.     MaxCollapseDelay        = 000
  704.     CollapseDamping         = .5
  705.     MaxShudder              = 0.6
  706.     MinBurstDelay           = 250
  707.     MaxBurstDelay           = 800
  708.     BigBurstFrequency       = 4
  709.     FXList                  = INITIAL   FX_StructureMediumCollapse
  710.     OCL                        = INITIAL    OCL_StructureRubblePileLarge ; creates a rising pile of debris halfway-done
  711.  
  712.   End
  713.  
  714.   
  715.   
  716.           Geometry              = BOX
  717.         GeometryMajorRadius   = 5
  718.         GeometryMinorRadius   = 4
  719.         GeometryHeight        = 100
  720.         GeometryIsSmall       = No
  721.         GeometryOffset        = X:0 Y:0 Z:0
  722.  
  723.  
  724.         Shadow                = SHADOW_VOLUME
  725.     End
  726.  
  727.  
  728. ;------------------------------------------------------------
  729.  
  730.  
  731.  
  732. Object BlueMtnArch01
  733.  
  734.     ;SelectPortrait = BuildingNoArt
  735.  
  736.     ; *** ART Parameters ***
  737.         Draw = W3DScriptedModelDraw ModuleTag_01
  738.             OkToChangeModelColor = Yes
  739.             
  740.             StaticModelLODMode = yes
  741.             
  742.             DefaultModelConditionState
  743.                 Model = BB_arch
  744.             End
  745.         
  746.         ;    WallBoundsMesh = GBMTWallAPTop
  747.         
  748.         ; ---------- destruction states
  749.     
  750.      ModelConditionState  = DAMAGED
  751.       Model         = BB_arch
  752.       ParticleSysBone DUSTBONE01 FireBuildingSmall
  753.       ParticleSysBone DUSTBONE02 FireBuildingSmall
  754.       ParticleSysBone DUSTBONE03 FireBuildingSmall
  755.       ParticleSysBone FireMedium01 FireBuildingMedium
  756.       ParticleSysBone FireMedium02 FireBuildingMedium
  757.       ParticleSysBone FireLarge01 FireBuildingLarge
  758.       ParticleSysBone SmokeLarge01 SmokeBuildingLarge
  759.     
  760.     End
  761.  
  762.     ModelConditionState  = REALLYDAMAGED
  763.       Model         = BB_arch
  764.       ParticleSysBone DUSTBONE01 FireBuildingSmall
  765.       ParticleSysBone DUSTBONE02 FireBuildingSmall
  766.       ParticleSysBone DUSTBONE03 FireBuildingSmall
  767.       ParticleSysBone FireMedium01 FireBuildingMedium
  768.       ParticleSysBone FireMedium02 FireBuildingMedium
  769.       ParticleSysBone FireLarge01 FireBuildingLarge
  770.     
  771.     End
  772.     
  773.     ModelConditionState  = RUBBLE
  774.       Model         = BB_arch01
  775.       ParticleSysBone SmokeLarge01 SmokeBuildingLarge
  776.     End
  777.  
  778.     ModelConditionState  = POST_RUBBLE
  779.       Model         = None
  780.       ParticleSysBone NONE SmokeBuildingMediumRubble
  781.     End
  782.  
  783.     ModelConditionState  = POST_COLLAPSE
  784.       Model         = None
  785.       ParticleSysBone NONE SmokeBuildingMediumRubble
  786.     End
  787.     
  788.  
  789.         End
  790.  
  791.  
  792.     ; *** AUDIO Parameters ***
  793.  
  794.     SoundOnDamaged            = BuildingLightDamageStone
  795.     SoundOnReallyDamaged        = BuildingHeavyDamageStone
  796.  
  797.  
  798.     ; ***DESIGN parameters ***
  799.  
  800.         DisplayName      = OBJECT:Prop
  801.         EditorSorting   = STRUCTURE
  802.  
  803.         ArmorSet
  804.             Conditions        = None
  805.             Armor             = NoArmor
  806.             DamageFX          = None
  807.         End
  808.  
  809. ; *** ENGINEERING Parameters ***  
  810.         KindOf                = STRUCTURE IMMOBILE IGNORED_IN_GUI
  811.         RadarPriority = STRUCTURE
  812.         Body                  = ActiveBody ModuleTag_03
  813.             MaxHealth                = 2000.0
  814.             MaxHealthDamaged          = 1500.0
  815.             MaxHealthReallyDamaged     = 1000.0
  816.         End
  817.  
  818.         ; Note that structures with "RUBBLE" states should not use DestroyDie; such buildings are 
  819.         ; never truly destroyed, even when reduced to zero health. Also note that garrisonable
  820.         ; buildings automatically stick around because GarrisonContain has it's own DieModule
  821.         Behavior = SlowDeathBehavior ModuleTag_SlowDeathWithoutRubble
  822.       DestructionDelay  = 2500
  823.         End
  824.  
  825.   Behavior                  = StructureCollapseUpdate ModuleTag_04
  826.     MinCollapseDelay        = 000
  827.     MaxCollapseDelay        = 000
  828.     CollapseDamping         = .5
  829.     MaxShudder              = 0.6
  830.     MinBurstDelay           = 250
  831.     MaxBurstDelay           = 800
  832.     BigBurstFrequency       = 4
  833.     FXList                  = INITIAL   FX_StructureMediumCollapse
  834.     OCL                        = INITIAL    OCL_StructureRubblePileLarge ; creates a rising pile of debris halfway-done
  835.  
  836.   End
  837.  
  838.   
  839.   
  840.           Geometry              = BOX
  841.         GeometryMajorRadius   = 2
  842.         GeometryMinorRadius   = 1
  843.         GeometryHeight        = 150
  844.         GeometryIsSmall       = No
  845.         GeometryOffset        = X:0 Y:0 Z:0
  846.  
  847.  
  848.         Shadow                = SHADOW_VOLUME
  849.     End
  850.  
  851.  
  852.  
  853. ;------------------------------------------------------------
  854.  
  855. Object BlueMtnCol
  856.     ; *** ART Parameters ***
  857.     Draw = W3DScriptedModelDraw ModuleTag_01
  858.       DefaultModelConditionState
  859.         Model = BB_column
  860.       End
  861.     
  862.     AlphaCameraFadeOuterRadius = 200
  863.     AlphaCameraFadeInnerRadius = 100
  864.     AlphaCameraAtInnerRadius = 10%
  865.     End
  866.  
  867.     ; *** AUDIO Parameters ***
  868.  
  869.     SoundOnDamaged                = BuildingLightDamageStone
  870.     SoundOnReallyDamaged        = BuildingHeavyDamageStone
  871.  
  872.     ; ***DESIGN parameters ***
  873.     DisplayName      = OBJECT:Prop
  874.     EditorSorting   = STRUCTURE
  875.  
  876.     ; *** ENGINEERING Parameters ***  
  877.     KindOf                = IMMOBILE STRUCTURE UNATTACKABLE INERT_SHROUD_REVEALER ; note: INERT is important otherwise things will collide...
  878.  
  879.     Body            = ImmortalBody ModuleTag_Pi
  880.         MaxHealth       = 1.0
  881.     End
  882.     
  883.     Geometry                        = BOX
  884.     GeometryMajorRadius                = 23.0
  885.     GeometryMinorRadius                = 23.0
  886.     GeometryHeight                    = 200.0
  887.     GeometryIsSmall                    = No
  888. End
  889.  
  890. ;------------------------------------------------------------
  891.  
  892. Object BlueMtnColD
  893.     ; *** ART Parameters ***
  894.     Draw = W3DScriptedModelDraw ModuleTag_01
  895.       DefaultModelConditionState
  896.         Model = BB_column2
  897.       End
  898.     
  899.     AlphaCameraFadeOuterRadius = 200
  900.     AlphaCameraFadeInnerRadius = 100
  901.     AlphaCameraAtInnerRadius = 10%
  902.     End
  903.  
  904.     ; *** AUDIO Parameters ***
  905.  
  906.     SoundOnDamaged                = BuildingLightDamageStone
  907.     SoundOnReallyDamaged        = BuildingHeavyDamageStone
  908.  
  909.     ; ***DESIGN parameters ***
  910.     DisplayName      = OBJECT:Prop
  911.     EditorSorting   = STRUCTURE
  912.  
  913.     ; *** ENGINEERING Parameters ***  
  914.     KindOf                = IMMOBILE STRUCTURE UNATTACKABLE INERT_SHROUD_REVEALER ; note: INERT is important otherwise things will collide...
  915.  
  916.     Body            = ImmortalBody ModuleTag_Pi
  917.         MaxHealth       = 1.0
  918.     End
  919.     
  920.     Geometry                        = BOX
  921.     GeometryMajorRadius                = 23.0
  922.     GeometryMinorRadius                = 23.0
  923.     GeometryHeight                    = 100.0
  924.  
  925.     AdditionalGeometry    = CYLINDER
  926.     GeometryMajorRadius   = 26
  927.     GeometryMinorRadius   = 26
  928.     GeometryHeight        = 22
  929.     GeometryOffset        = X:31 Y:-25 Z:0
  930.  
  931.     AdditionalGeometry    = CYLINDER
  932.     GeometryMajorRadius   = 26
  933.     GeometryMinorRadius   = 26
  934.     GeometryHeight        = 22
  935.     GeometryOffset        = X:70 Y:8 Z:0
  936.  
  937.     AdditionalGeometry    = CYLINDER
  938.     GeometryMajorRadius   = 26
  939.     GeometryMinorRadius   = 26
  940.     GeometryHeight        = 22
  941.     GeometryOffset        = X:107 Y:37 Z:0
  942.  
  943.     GeometryIsSmall                    = No
  944. End
  945.  
  946. ;------------------------------------------------------------
  947.  
  948.  
  949. Object BlueMtnCorner
  950.  
  951.     ;SelectPortrait = BuildingNoArt
  952.  
  953.     ; *** ART Parameters ***
  954.         Draw = W3DScriptedModelDraw ModuleTag_01
  955.             OkToChangeModelColor = Yes
  956.             
  957.             StaticModelLODMode = yes
  958.             
  959.             DefaultModelConditionState 
  960.                 Model = BB_corner
  961.             End
  962.         
  963.         ;    WallBoundsMesh = GBMTWallAPTop
  964.         
  965.         ; ---------- destruction states
  966.     
  967.      ModelConditionState  = DAMAGED
  968.       Model         = BB_corner
  969.       ParticleSysBone DUSTBONE01 FireBuildingSmall
  970.       ParticleSysBone DUSTBONE02 FireBuildingSmall
  971.       ParticleSysBone DUSTBONE03 FireBuildingSmall
  972.       ParticleSysBone FireMedium01 FireBuildingMedium
  973.       ParticleSysBone FireMedium02 FireBuildingMedium
  974.       ParticleSysBone FireLarge01 FireBuildingLarge
  975.       ParticleSysBone SmokeLarge01 SmokeBuildingLarge
  976.     
  977.     End
  978.  
  979.     ModelConditionState  = REALLYDAMAGED
  980.       Model         = BB_corner
  981.       ParticleSysBone DUSTBONE01 FireBuildingSmall
  982.       ParticleSysBone DUSTBONE02 FireBuildingSmall
  983.       ParticleSysBone DUSTBONE03 FireBuildingSmall
  984.       ParticleSysBone FireMedium01 FireBuildingMedium
  985.       ParticleSysBone FireMedium02 FireBuildingMedium
  986.       ParticleSysBone FireLarge01 FireBuildingLarge
  987.     
  988.     End
  989.     
  990.     ModelConditionState  = RUBBLE
  991.       Model         = BB_corner01
  992.       ParticleSysBone SmokeLarge01 SmokeBuildingLarge
  993.     End
  994.  
  995.     ModelConditionState  = POST_RUBBLE
  996.       Model         = None
  997.       ParticleSysBone NONE SmokeBuildingMediumRubble
  998.     End
  999.  
  1000.     ModelConditionState  = POST_COLLAPSE
  1001.       Model         = None
  1002.       ParticleSysBone NONE SmokeBuildingMediumRubble
  1003.     End
  1004.     
  1005.  
  1006.         End
  1007.  
  1008.  
  1009.     ; *** AUDIO Parameters ***
  1010.  
  1011.     SoundOnDamaged            = BuildingLightDamageStone
  1012.     SoundOnReallyDamaged        = BuildingHeavyDamageStone
  1013.  
  1014.  
  1015.     ; ***DESIGN parameters ***
  1016.  
  1017.         DisplayName      = OBJECT:Prop
  1018.         EditorSorting   = STRUCTURE
  1019.  
  1020.         ArmorSet
  1021.             Conditions        = None
  1022.             Armor             = NoArmor
  1023.             DamageFX          = None
  1024.         End
  1025.  
  1026. ; *** ENGINEERING Parameters ***  
  1027.         KindOf                = STRUCTURE IMMOBILE IGNORED_IN_GUI
  1028.         RadarPriority = STRUCTURE
  1029.         Body                  = ActiveBody ModuleTag_03
  1030.             MaxHealth                = 2000.0
  1031.             MaxHealthDamaged          = 1500.0
  1032.             MaxHealthReallyDamaged     = 1000.0
  1033.         End
  1034.  
  1035.         ; Note that structures with "RUBBLE" states should not use DestroyDie; such buildings are 
  1036.         ; never truly destroyed, even when reduced to zero health. Also note that garrisonable
  1037.         ; buildings automatically stick around because GarrisonContain has it's own DieModule
  1038.         Behavior = SlowDeathBehavior ModuleTag_SlowDeathWithoutRubble
  1039.       DestructionDelay  = 2500
  1040.         End
  1041.  
  1042.   Behavior                  = StructureCollapseUpdate ModuleTag_04
  1043.     MinCollapseDelay        = 000
  1044.     MaxCollapseDelay        = 000
  1045.     CollapseDamping         = .5
  1046.     MaxShudder              = 0.6
  1047.     MinBurstDelay           = 250
  1048.     MaxBurstDelay           = 800
  1049.     BigBurstFrequency       = 4
  1050.     FXList                  = INITIAL   FX_StructureMediumCollapse
  1051.     OCL                        = INITIAL    OCL_StructureRubblePileLarge ; creates a rising pile of debris halfway-done
  1052.  
  1053.   End
  1054.  
  1055.   
  1056.   
  1057.           Geometry              = BOX
  1058.         GeometryMajorRadius   = 50
  1059.         GeometryMinorRadius   = 20
  1060.         GeometryHeight        = 105
  1061.         GeometryIsSmall       = No
  1062.         GeometryOffset        = X:0 Y:30 Z:0
  1063.         
  1064.         AdditionalGeometry      = BOX
  1065.         GeometryMajorRadius   = 20
  1066.         GeometryMinorRadius   = 50
  1067.         GeometryHeight        = 105
  1068.         GeometryIsSmall       = No
  1069.         GeometryOffset        = X:30 Y:0 Z:0
  1070.  
  1071.  
  1072.         Shadow                = SHADOW_VOLUME
  1073.     End
  1074.  
  1075.  
  1076. ;------------------------------------------------------------
  1077.  
  1078.  
  1079.  
  1080. Object BlueMtnCorner2
  1081.  
  1082.     ;SelectPortrait = BuildingNoArt
  1083.  
  1084.     ; *** ART Parameters ***
  1085.         Draw = W3DScriptedModelDraw ModuleTag_01
  1086.             OkToChangeModelColor = Yes
  1087.             
  1088.             StaticModelLODMode = yes
  1089.             
  1090.             DefaultModelConditionState
  1091.                 Model = BB_corner2
  1092.             End
  1093.         
  1094.         ;    WallBoundsMesh = GBMTWallAPTop
  1095.         
  1096.         ; ---------- destruction states
  1097.     
  1098.      ModelConditionState  = DAMAGED
  1099.       Model         = BB_corner2
  1100.       ParticleSysBone DUSTBONE01 FireBuildingSmall
  1101.       ParticleSysBone DUSTBONE02 FireBuildingSmall
  1102.       ParticleSysBone DUSTBONE03 FireBuildingSmall
  1103.       ParticleSysBone FireMedium01 FireBuildingMedium
  1104.       ParticleSysBone FireMedium02 FireBuildingMedium
  1105.       ParticleSysBone FireLarge01 FireBuildingLarge
  1106.       ParticleSysBone SmokeLarge01 SmokeBuildingLarge
  1107.     
  1108.     End
  1109.  
  1110.     ModelConditionState  = REALLYDAMAGED
  1111.       Model         = BB_corner2
  1112.       ParticleSysBone DUSTBONE01 FireBuildingSmall
  1113.       ParticleSysBone DUSTBONE02 FireBuildingSmall
  1114.       ParticleSysBone DUSTBONE03 FireBuildingSmall
  1115.       ParticleSysBone FireMedium01 FireBuildingMedium
  1116.       ParticleSysBone FireMedium02 FireBuildingMedium
  1117.       ParticleSysBone FireLarge01 FireBuildingLarge
  1118.     
  1119.     End
  1120.     
  1121.     ModelConditionState  = RUBBLE
  1122.       Model         = BB_corner2
  1123.       ParticleSysBone SmokeLarge01 SmokeBuildingLarge
  1124.     End
  1125.  
  1126.     ModelConditionState  = POST_RUBBLE
  1127.       Model         = None
  1128.       ParticleSysBone NONE SmokeBuildingMediumRubble
  1129.     End
  1130.  
  1131.     ModelConditionState  = POST_COLLAPSE
  1132.       Model         = None
  1133.       ParticleSysBone NONE SmokeBuildingMediumRubble
  1134.     End
  1135.     
  1136.  
  1137.         End
  1138.  
  1139.  
  1140.     ; *** AUDIO Parameters ***
  1141.  
  1142.     SoundOnDamaged            = BuildingLightDamageStone
  1143.     SoundOnReallyDamaged        = BuildingHeavyDamageStone
  1144.  
  1145.  
  1146.     ; ***DESIGN parameters ***
  1147.  
  1148.         DisplayName      = OBJECT:Prop
  1149.         EditorSorting   = STRUCTURE
  1150.  
  1151.         ArmorSet
  1152.             Conditions        = None
  1153.             Armor             = NoArmor
  1154.             DamageFX          = None
  1155.         End
  1156.  
  1157. ; *** ENGINEERING Parameters ***  
  1158.         KindOf                = STRUCTURE IMMOBILE IGNORED_IN_GUI
  1159.         RadarPriority = STRUCTURE
  1160.         Body                  = ActiveBody ModuleTag_03
  1161.             MaxHealth                = 2000.0
  1162.             MaxHealthDamaged          = 1500.0
  1163.             MaxHealthReallyDamaged     = 1000.0
  1164.         End
  1165.  
  1166.         ; Note that structures with "RUBBLE" states should not use DestroyDie; such buildings are 
  1167.         ; never truly destroyed, even when reduced to zero health. Also note that garrisonable
  1168.         ; buildings automatically stick around because GarrisonContain has it's own DieModule
  1169.         Behavior = SlowDeathBehavior ModuleTag_SlowDeathWithoutRubble
  1170.       DestructionDelay  = 2500
  1171.         End
  1172.  
  1173.   Behavior                  = StructureCollapseUpdate ModuleTag_04
  1174.     MinCollapseDelay        = 000
  1175.     MaxCollapseDelay        = 000
  1176.     CollapseDamping         = .5
  1177.     MaxShudder              = 0.6
  1178.     MinBurstDelay           = 250
  1179.     MaxBurstDelay           = 800
  1180.     BigBurstFrequency       = 4
  1181.     FXList                  = INITIAL   FX_StructureMediumCollapse
  1182.     OCL                        = INITIAL    OCL_StructureRubblePileLarge ; creates a rising pile of debris halfway-done
  1183.  
  1184.   End
  1185.  
  1186.   
  1187.   
  1188.           Geometry              = BOX
  1189.         GeometryMajorRadius   = 52
  1190.         GeometryMinorRadius   = 52
  1191.         GeometryHeight        = 105
  1192.         GeometryIsSmall       = No
  1193.         GeometryOffset        = X:0 Y:0 Z:0
  1194.  
  1195.  
  1196.         Shadow                = SHADOW_VOLUME
  1197.     End
  1198.  
  1199. ;------------------------------------------------------------
  1200.  
  1201.  
  1202.  
  1203.  
  1204. Object BlueMtnEdge
  1205.  
  1206.     ;SelectPortrait = BuildingNoArt
  1207.  
  1208.     ; *** ART Parameters ***
  1209.         Draw = W3DScriptedModelDraw ModuleTag_01
  1210.             OkToChangeModelColor = Yes
  1211.             
  1212.             StaticModelLODMode = yes
  1213.             
  1214.             DefaultModelConditionState
  1215.                 Model = BB_edge
  1216.             End
  1217.         
  1218.         ;    WallBoundsMesh = GBMTWallAPTop
  1219.         
  1220.         ; ---------- destruction states
  1221.     
  1222.      ModelConditionState  = DAMAGED
  1223.       Model         = BB_edge
  1224.       ParticleSysBone DUSTBONE01 FireBuildingSmall
  1225.       ParticleSysBone DUSTBONE02 FireBuildingSmall
  1226.       ParticleSysBone DUSTBONE03 FireBuildingSmall
  1227.       ParticleSysBone FireMedium01 FireBuildingMedium
  1228.       ParticleSysBone FireMedium02 FireBuildingMedium
  1229.       ParticleSysBone FireLarge01 FireBuildingLarge
  1230.       ParticleSysBone SmokeLarge01 SmokeBuildingLarge
  1231.     
  1232.     End
  1233.  
  1234.     ModelConditionState  = REALLYDAMAGED
  1235.       Model         = BB_edge
  1236.       ParticleSysBone DUSTBONE01 FireBuildingSmall
  1237.       ParticleSysBone DUSTBONE02 FireBuildingSmall
  1238.       ParticleSysBone DUSTBONE03 FireBuildingSmall
  1239.       ParticleSysBone FireMedium01 FireBuildingMedium
  1240.       ParticleSysBone FireMedium02 FireBuildingMedium
  1241.       ParticleSysBone FireLarge01 FireBuildingLarge
  1242.     
  1243.     End
  1244.     
  1245.     ModelConditionState  = RUBBLE
  1246.       Model         = BB_edge
  1247.       ParticleSysBone SmokeLarge01 SmokeBuildingLarge
  1248.     End
  1249.  
  1250.     ModelConditionState  = POST_RUBBLE
  1251.       Model         = None
  1252.       ParticleSysBone NONE SmokeBuildingMediumRubble
  1253.     End
  1254.  
  1255.     ModelConditionState  = POST_COLLAPSE
  1256.       Model         = None
  1257.       ParticleSysBone NONE SmokeBuildingMediumRubble
  1258.     End
  1259.     
  1260.  
  1261.         End
  1262.  
  1263.  
  1264.     ; *** AUDIO Parameters ***
  1265.  
  1266.     SoundOnDamaged            = BuildingLightDamageStone
  1267.     SoundOnReallyDamaged        = BuildingHeavyDamageStone
  1268.  
  1269.  
  1270.     ; ***DESIGN parameters ***
  1271.  
  1272.         DisplayName      = OBJECT:Prop
  1273.         EditorSorting   = STRUCTURE
  1274.  
  1275.         ArmorSet
  1276.             Conditions        = None
  1277.             Armor             = NoArmor
  1278.             DamageFX          = None
  1279.         End
  1280.  
  1281. ; *** ENGINEERING Parameters ***  
  1282.         KindOf                = STRUCTURE IMMOBILE IGNORED_IN_GUI
  1283.         RadarPriority = STRUCTURE
  1284.         Body                  = ActiveBody ModuleTag_03
  1285.             MaxHealth                = 2000.0
  1286.             MaxHealthDamaged          = 1500.0
  1287.             MaxHealthReallyDamaged     = 1000.0
  1288.         End
  1289.  
  1290.         ; Note that structures with "RUBBLE" states should not use DestroyDie; such buildings are 
  1291.         ; never truly destroyed, even when reduced to zero health. Also note that garrisonable
  1292.         ; buildings automatically stick around because GarrisonContain has it's own DieModule
  1293.         Behavior = SlowDeathBehavior ModuleTag_SlowDeathWithoutRubble
  1294.       DestructionDelay  = 2500
  1295.         End
  1296.  
  1297.   Behavior                  = StructureCollapseUpdate ModuleTag_04
  1298.     MinCollapseDelay        = 000
  1299.     MaxCollapseDelay        = 000
  1300.     CollapseDamping         = .5
  1301.     MaxShudder              = 0.6
  1302.     MinBurstDelay           = 250
  1303.     MaxBurstDelay           = 800
  1304.     BigBurstFrequency       = 4
  1305.     FXList                  = INITIAL   FX_StructureMediumCollapse
  1306.     OCL                        = INITIAL    OCL_StructureRubblePileLarge ; creates a rising pile of debris halfway-done
  1307.  
  1308.   End
  1309.  
  1310.   
  1311.   
  1312.           Geometry              = BOX
  1313.         GeometryMajorRadius   = 50
  1314.         GeometryMinorRadius   = 5
  1315.         GeometryHeight        = 100
  1316.         GeometryIsSmall       = No
  1317.         GeometryOffset        = X:0 Y:0 Z:0
  1318.  
  1319.  
  1320.         Shadow                = SHADOW_VOLUME
  1321.     End
  1322.  
  1323.  
  1324. ;------------------------------------------------------------
  1325.  
  1326.  
  1327.  
  1328.  
  1329. Object BlueMtnEdgeCorner
  1330.  
  1331.     ;SelectPortrait = BuildingNoArt
  1332.  
  1333.     ; *** ART Parameters ***
  1334.         Draw = W3DScriptedModelDraw ModuleTag_01
  1335.             OkToChangeModelColor = Yes
  1336.             
  1337.             StaticModelLODMode = yes
  1338.             
  1339.             DefaultModelConditionState
  1340.                 Model = BB_edgecorner
  1341.             End
  1342.         
  1343.         ;    WallBoundsMesh = GBMTWallAPTop
  1344.         
  1345.         ; ---------- destruction states
  1346.     
  1347.      ModelConditionState  = DAMAGED
  1348.       Model         = BB_edgecorner
  1349.       ParticleSysBone DUSTBONE01 FireBuildingSmall
  1350.       ParticleSysBone DUSTBONE02 FireBuildingSmall
  1351.       ParticleSysBone DUSTBONE03 FireBuildingSmall
  1352.       ParticleSysBone FireMedium01 FireBuildingMedium
  1353.       ParticleSysBone FireMedium02 FireBuildingMedium
  1354.       ParticleSysBone FireLarge01 FireBuildingLarge
  1355.       ParticleSysBone SmokeLarge01 SmokeBuildingLarge
  1356.     
  1357.     End
  1358.  
  1359.     ModelConditionState  = REALLYDAMAGED
  1360.       Model         = BB_edgecorner
  1361.       ParticleSysBone DUSTBONE01 FireBuildingSmall
  1362.       ParticleSysBone DUSTBONE02 FireBuildingSmall
  1363.       ParticleSysBone DUSTBONE03 FireBuildingSmall
  1364.       ParticleSysBone FireMedium01 FireBuildingMedium
  1365.       ParticleSysBone FireMedium02 FireBuildingMedium
  1366.       ParticleSysBone FireLarge01 FireBuildingLarge
  1367.     
  1368.     End
  1369.     
  1370.     ModelConditionState  = RUBBLE
  1371.       Model         = BB_edgecorner
  1372.       ParticleSysBone SmokeLarge01 SmokeBuildingLarge
  1373.     End
  1374.  
  1375.     ModelConditionState  = POST_RUBBLE
  1376.       Model         = None
  1377.       ParticleSysBone NONE SmokeBuildingMediumRubble
  1378.     End
  1379.  
  1380.     ModelConditionState  = POST_COLLAPSE
  1381.       Model         = None
  1382.       ParticleSysBone NONE SmokeBuildingMediumRubble
  1383.     End
  1384.     
  1385.  
  1386.         End
  1387.  
  1388.  
  1389.     ; *** AUDIO Parameters ***
  1390.  
  1391.     SoundOnDamaged            = BuildingLightDamageStone
  1392.     SoundOnReallyDamaged        = BuildingHeavyDamageStone
  1393.  
  1394.  
  1395.     ; ***DESIGN parameters ***
  1396.  
  1397.         DisplayName      = OBJECT:Prop
  1398.         EditorSorting   = STRUCTURE
  1399.  
  1400.         ArmorSet
  1401.             Conditions        = None
  1402.             Armor             = NoArmor
  1403.             DamageFX          = None
  1404.         End
  1405.  
  1406. ; *** ENGINEERING Parameters ***  
  1407.         KindOf                = STRUCTURE IMMOBILE IGNORED_IN_GUI
  1408.         RadarPriority = STRUCTURE
  1409.         Body                  = ActiveBody ModuleTag_03
  1410.             MaxHealth                = 2000.0
  1411.             MaxHealthDamaged          = 1500.0
  1412.             MaxHealthReallyDamaged     = 1000.0
  1413.         End
  1414.  
  1415.         ; Note that structures with "RUBBLE" states should not use DestroyDie; such buildings are 
  1416.         ; never truly destroyed, even when reduced to zero health. Also note that garrisonable
  1417.         ; buildings automatically stick around because GarrisonContain has it's own DieModule
  1418.         Behavior = SlowDeathBehavior ModuleTag_SlowDeathWithoutRubble
  1419.       DestructionDelay  = 2500
  1420.         End
  1421.  
  1422.   Behavior                  = StructureCollapseUpdate ModuleTag_04
  1423.     MinCollapseDelay        = 000
  1424.     MaxCollapseDelay        = 000
  1425.     CollapseDamping         = .5
  1426.     MaxShudder              = 0.6
  1427.     MinBurstDelay           = 250
  1428.     MaxBurstDelay           = 800
  1429.     BigBurstFrequency       = 4
  1430.     FXList                  = INITIAL   FX_StructureMediumCollapse
  1431.     OCL                        = INITIAL    OCL_StructureRubblePileLarge ; creates a rising pile of debris halfway-done
  1432.  
  1433.   End
  1434.  
  1435.   
  1436.   
  1437.           Geometry              = BOX
  1438.         GeometryMajorRadius   = 50
  1439.         GeometryMinorRadius   = 5
  1440.         GeometryHeight        = 100
  1441.         GeometryIsSmall       = No
  1442.         GeometryOffset        = X:0 Y:0 Z:0
  1443.  
  1444.  
  1445.         Shadow                = SHADOW_VOLUME
  1446.     End
  1447.  
  1448.  
  1449. ;------------------------------------------------------------
  1450.  
  1451.  
  1452.  
  1453.  
  1454. Object BlueMtnEdgeNiche
  1455.  
  1456.     ;SelectPortrait = BuildingNoArt
  1457.  
  1458.     ; *** ART Parameters ***
  1459.         Draw = W3DScriptedModelDraw ModuleTag_01
  1460.             OkToChangeModelColor = Yes
  1461.             
  1462.             StaticModelLODMode = yes
  1463.             
  1464.             DefaultModelConditionState
  1465.                 Model = BB_edgeniche
  1466.             End
  1467.         
  1468.         ;    WallBoundsMesh = GBMTWallAPTop
  1469.         
  1470.         ; ---------- destruction states
  1471.     
  1472.      ModelConditionState  = DAMAGED
  1473.       Model         = BB_edgeniche
  1474.       ParticleSysBone DUSTBONE01 FireBuildingSmall
  1475.       ParticleSysBone DUSTBONE02 FireBuildingSmall
  1476.       ParticleSysBone DUSTBONE03 FireBuildingSmall
  1477.       ParticleSysBone FireMedium01 FireBuildingMedium
  1478.       ParticleSysBone FireMedium02 FireBuildingMedium
  1479.       ParticleSysBone FireLarge01 FireBuildingLarge
  1480.       ParticleSysBone SmokeLarge01 SmokeBuildingLarge
  1481.     
  1482.     End
  1483.  
  1484.     ModelConditionState  = REALLYDAMAGED
  1485.       Model         = BB_edgeniche
  1486.       ParticleSysBone DUSTBONE01 FireBuildingSmall
  1487.       ParticleSysBone DUSTBONE02 FireBuildingSmall
  1488.       ParticleSysBone DUSTBONE03 FireBuildingSmall
  1489.       ParticleSysBone FireMedium01 FireBuildingMedium
  1490.       ParticleSysBone FireMedium02 FireBuildingMedium
  1491.       ParticleSysBone FireLarge01 FireBuildingLarge
  1492.     
  1493.     End
  1494.     
  1495.     ModelConditionState  = RUBBLE
  1496.       Model         = BB_edgeniche
  1497.       ParticleSysBone SmokeLarge01 SmokeBuildingLarge
  1498.     End
  1499.  
  1500.     ModelConditionState  = POST_RUBBLE
  1501.       Model         = None
  1502.       ParticleSysBone NONE SmokeBuildingMediumRubble
  1503.     End
  1504.  
  1505.     ModelConditionState  = POST_COLLAPSE
  1506.       Model         = None
  1507.       ParticleSysBone NONE SmokeBuildingMediumRubble
  1508.     End
  1509.     
  1510.  
  1511.         End
  1512.  
  1513.  
  1514.     ; *** AUDIO Parameters ***
  1515.  
  1516.     SoundOnDamaged            = BuildingLightDamageStone
  1517.     SoundOnReallyDamaged        = BuildingHeavyDamageStone
  1518.  
  1519.  
  1520.     ; ***DESIGN parameters ***
  1521.  
  1522.         DisplayName      = OBJECT:Prop
  1523.         EditorSorting   = STRUCTURE
  1524.  
  1525.         ArmorSet
  1526.             Conditions        = None
  1527.             Armor             = NoArmor
  1528.             DamageFX          = None
  1529.         End
  1530.  
  1531. ; *** ENGINEERING Parameters ***  
  1532.         KindOf                = STRUCTURE IMMOBILE IGNORED_IN_GUI
  1533.         RadarPriority = STRUCTURE
  1534.         Body                  = ActiveBody ModuleTag_03
  1535.             MaxHealth                = 2000.0
  1536.             MaxHealthDamaged          = 1500.0
  1537.             MaxHealthReallyDamaged     = 1000.0
  1538.         End
  1539.  
  1540.         ; Note that structures with "RUBBLE" states should not use DestroyDie; such buildings are 
  1541.         ; never truly destroyed, even when reduced to zero health. Also note that garrisonable
  1542.         ; buildings automatically stick around because GarrisonContain has it's own DieModule
  1543.         Behavior = SlowDeathBehavior ModuleTag_SlowDeathWithoutRubble
  1544.       DestructionDelay  = 2500
  1545.         End
  1546.  
  1547.   Behavior                  = StructureCollapseUpdate ModuleTag_04
  1548.     MinCollapseDelay        = 000
  1549.     MaxCollapseDelay        = 000
  1550.     CollapseDamping         = .5
  1551.     MaxShudder              = 0.6
  1552.     MinBurstDelay           = 250
  1553.     MaxBurstDelay           = 800
  1554.     BigBurstFrequency       = 4
  1555.     FXList                  = INITIAL   FX_StructureMediumCollapse
  1556.     OCL                        = INITIAL    OCL_StructureRubblePileLarge ; creates a rising pile of debris halfway-done
  1557.  
  1558.   End
  1559.  
  1560.   
  1561.   
  1562.           Geometry              = BOX
  1563.         GeometryMajorRadius   = 50
  1564.         GeometryMinorRadius   = 5
  1565.         GeometryHeight        = 100
  1566.         GeometryIsSmall       = No
  1567.         GeometryOffset        = X:0 Y:0 Z:0
  1568.  
  1569.  
  1570.         Shadow                = SHADOW_VOLUME
  1571.     End
  1572.  
  1573.  
  1574. ;------------------------------------------------------------
  1575.  
  1576.  
  1577.  
  1578.  
  1579.  
  1580.  
  1581. Object BlueMtnEdgeWall
  1582.  
  1583.     ;SelectPortrait = BuildingNoArt
  1584.  
  1585.     ; *** ART Parameters ***
  1586.         Draw = W3DScriptedModelDraw ModuleTag_01
  1587.             OkToChangeModelColor = Yes
  1588.             
  1589.             StaticModelLODMode = yes
  1590.             
  1591.             DefaultModelConditionState
  1592.                 Model = BB_edgewall
  1593.             End
  1594.         
  1595.         ;    WallBoundsMesh = GBMTWallAPTop
  1596.         
  1597.         ; ---------- destruction states
  1598.     
  1599.      ModelConditionState  = DAMAGED
  1600.       Model         = BB_edgewall
  1601.       ParticleSysBone DUSTBONE01 FireBuildingSmall
  1602.       ParticleSysBone DUSTBONE02 FireBuildingSmall
  1603.       ParticleSysBone DUSTBONE03 FireBuildingSmall
  1604.       ParticleSysBone FireMedium01 FireBuildingMedium
  1605.       ParticleSysBone FireMedium02 FireBuildingMedium
  1606.       ParticleSysBone FireLarge01 FireBuildingLarge
  1607.       ParticleSysBone SmokeLarge01 SmokeBuildingLarge
  1608.     
  1609.     End
  1610.  
  1611.     ModelConditionState  = REALLYDAMAGED
  1612.       Model         = BB_edgewall
  1613.       ParticleSysBone DUSTBONE01 FireBuildingSmall
  1614.       ParticleSysBone DUSTBONE02 FireBuildingSmall
  1615.       ParticleSysBone DUSTBONE03 FireBuildingSmall
  1616.       ParticleSysBone FireMedium01 FireBuildingMedium
  1617.       ParticleSysBone FireMedium02 FireBuildingMedium
  1618.       ParticleSysBone FireLarge01 FireBuildingLarge
  1619.     
  1620.     End
  1621.     
  1622.     ModelConditionState  = RUBBLE
  1623.       Model         = BB_edgewall
  1624.       ParticleSysBone SmokeLarge01 SmokeBuildingLarge
  1625.     End
  1626.  
  1627.     ModelConditionState  = POST_RUBBLE
  1628.       Model         = None
  1629.       ParticleSysBone NONE SmokeBuildingMediumRubble
  1630.     End
  1631.  
  1632.     ModelConditionState  = POST_COLLAPSE
  1633.       Model         = None
  1634.       ParticleSysBone NONE SmokeBuildingMediumRubble
  1635.     End
  1636.     
  1637.  
  1638.         End
  1639.  
  1640.  
  1641.     ; *** AUDIO Parameters ***
  1642.  
  1643.     SoundOnDamaged            = BuildingLightDamageStone
  1644.     SoundOnReallyDamaged        = BuildingHeavyDamageStone
  1645.  
  1646.  
  1647.     ; ***DESIGN parameters ***
  1648.  
  1649.         DisplayName      = OBJECT:Prop
  1650.         EditorSorting   = STRUCTURE
  1651.  
  1652.         ArmorSet
  1653.             Conditions        = None
  1654.             Armor             = NoArmor
  1655.             DamageFX          = None
  1656.         End
  1657.  
  1658. ; *** ENGINEERING Parameters ***  
  1659.         KindOf                = STRUCTURE IMMOBILE IGNORED_IN_GUI
  1660.         RadarPriority = STRUCTURE
  1661.         Body                  = ActiveBody ModuleTag_03
  1662.             MaxHealth                = 2000.0
  1663.             MaxHealthDamaged          = 1500.0
  1664.             MaxHealthReallyDamaged     = 1000.0
  1665.         End
  1666.  
  1667.         ; Note that structures with "RUBBLE" states should not use DestroyDie; such buildings are 
  1668.         ; never truly destroyed, even when reduced to zero health. Also note that garrisonable
  1669.         ; buildings automatically stick around because GarrisonContain has it's own DieModule
  1670.         Behavior = SlowDeathBehavior ModuleTag_SlowDeathWithoutRubble
  1671.       DestructionDelay  = 2500
  1672.         End
  1673.  
  1674.   Behavior                  = StructureCollapseUpdate ModuleTag_04
  1675.     MinCollapseDelay        = 000
  1676.     MaxCollapseDelay        = 000
  1677.     CollapseDamping         = .5
  1678.     MaxShudder              = 0.6
  1679.     MinBurstDelay           = 250
  1680.     MaxBurstDelay           = 800
  1681.     BigBurstFrequency       = 4
  1682.     FXList                  = INITIAL   FX_StructureMediumCollapse
  1683.     OCL                        = INITIAL    OCL_StructureRubblePileLarge ; creates a rising pile of debris halfway-done
  1684.  
  1685.   End
  1686.  
  1687.   
  1688.   
  1689.           Geometry              = BOX
  1690.         GeometryMajorRadius   = 50
  1691.         GeometryMinorRadius   = 5
  1692.         GeometryHeight        = 100
  1693.         GeometryIsSmall       = No
  1694.         GeometryOffset        = X:0 Y:0 Z:0
  1695.  
  1696.  
  1697.         Shadow                = SHADOW_VOLUME
  1698.     End
  1699.  
  1700.  
  1701. ;------------------------------------------------------------
  1702.  
  1703.  
  1704.  
  1705.  
  1706. Object BlueMtnFloor01
  1707.  
  1708.     ;SelectPortrait = BuildingNoArt
  1709.  
  1710.     ; *** ART Parameters ***
  1711.         Draw = W3DScriptedModelDraw ModuleTag_01
  1712.             OkToChangeModelColor = Yes
  1713.             
  1714.             StaticModelLODMode = yes
  1715.             
  1716.             DefaultModelConditionState
  1717.                 Model = BB_floor
  1718.             End
  1719.         
  1720.         ;    WallBoundsMesh = GBMTWallAPTop
  1721.         
  1722.         ; ---------- destruction states
  1723.     
  1724.      ModelConditionState  = DAMAGED
  1725.       Model         = BB_floor
  1726.       ParticleSysBone DUSTBONE01 FireBuildingSmall
  1727.       ParticleSysBone DUSTBONE02 FireBuildingSmall
  1728.       ParticleSysBone DUSTBONE03 FireBuildingSmall
  1729.       ParticleSysBone FireMedium01 FireBuildingMedium
  1730.       ParticleSysBone FireMedium02 FireBuildingMedium
  1731.       ParticleSysBone FireLarge01 FireBuildingLarge
  1732.       ParticleSysBone SmokeLarge01 SmokeBuildingLarge
  1733.     
  1734.     End
  1735.  
  1736.     ModelConditionState  = REALLYDAMAGED
  1737.       Model         = BB_floor
  1738.       ParticleSysBone DUSTBONE01 FireBuildingSmall
  1739.       ParticleSysBone DUSTBONE02 FireBuildingSmall
  1740.       ParticleSysBone DUSTBONE03 FireBuildingSmall
  1741.       ParticleSysBone FireMedium01 FireBuildingMedium
  1742.       ParticleSysBone FireMedium02 FireBuildingMedium
  1743.       ParticleSysBone FireLarge01 FireBuildingLarge
  1744.     
  1745.     End
  1746.     
  1747.     ModelConditionState  = RUBBLE
  1748.       Model         = BB_floor01
  1749.       ParticleSysBone SmokeLarge01 SmokeBuildingLarge
  1750.     End
  1751.  
  1752.     ModelConditionState  = POST_RUBBLE
  1753.       Model         = None
  1754.       ParticleSysBone NONE SmokeBuildingMediumRubble
  1755.     End
  1756.  
  1757.     ModelConditionState  = POST_COLLAPSE
  1758.       Model         = None
  1759.       ParticleSysBone NONE SmokeBuildingMediumRubble
  1760.     End
  1761.     
  1762.  
  1763.         End
  1764.  
  1765.  
  1766.     ; *** AUDIO Parameters ***
  1767.  
  1768.     SoundOnDamaged            = BuildingLightDamageStone
  1769.     SoundOnReallyDamaged        = BuildingHeavyDamageStone
  1770.  
  1771.  
  1772.     ; ***DESIGN parameters ***
  1773.  
  1774.         DisplayName      = OBJECT:Prop
  1775.         EditorSorting   = STRUCTURE
  1776.  
  1777.         ArmorSet
  1778.             Conditions        = None
  1779.             Armor             = NoArmor
  1780.             DamageFX          = None
  1781.         End
  1782.  
  1783. ; *** ENGINEERING Parameters ***  
  1784.         KindOf                = STRUCTURE IMMOBILE IGNORED_IN_GUI
  1785.         RadarPriority = STRUCTURE
  1786.         Body                  = ActiveBody ModuleTag_03
  1787.             MaxHealth                = 2000.0
  1788.             MaxHealthDamaged          = 1500.0
  1789.             MaxHealthReallyDamaged     = 1000.0
  1790.         End
  1791.  
  1792.         ; Note that structures with "RUBBLE" states should not use DestroyDie; such buildings are 
  1793.         ; never truly destroyed, even when reduced to zero health. Also note that garrisonable
  1794.         ; buildings automatically stick around because GarrisonContain has it's own DieModule
  1795.         Behavior = SlowDeathBehavior ModuleTag_SlowDeathWithoutRubble
  1796.       DestructionDelay  = 2500
  1797.         End
  1798.  
  1799.   Behavior                  = StructureCollapseUpdate ModuleTag_04
  1800.     MinCollapseDelay        = 000
  1801.     MaxCollapseDelay        = 000
  1802.     CollapseDamping         = .5
  1803.     MaxShudder              = 0.6
  1804.     MinBurstDelay           = 250
  1805.     MaxBurstDelay           = 800
  1806.     BigBurstFrequency       = 4
  1807.     FXList                  = INITIAL   FX_StructureMediumCollapse
  1808.     OCL                        = INITIAL    OCL_StructureRubblePileLarge ; creates a rising pile of debris halfway-done
  1809.  
  1810.   End
  1811.  
  1812.   
  1813.   
  1814.           Geometry              = BOX
  1815.         GeometryMajorRadius   = 50
  1816.         GeometryMinorRadius   = 5
  1817.         GeometryHeight        = 100
  1818.         GeometryIsSmall       = No
  1819.         GeometryOffset        = X:0 Y:0 Z:0
  1820.  
  1821.  
  1822.         Shadow                = SHADOW_VOLUME
  1823.     End
  1824.  
  1825.  
  1826. ;------------------------------------------------------------
  1827.  
  1828.  
  1829.  
  1830.  
  1831. Object BlueMtnNiche
  1832.  
  1833.     ;SelectPortrait = BuildingNoArt
  1834.  
  1835.     ; *** ART Parameters ***
  1836.         Draw = W3DScriptedModelDraw ModuleTag_01
  1837.             OkToChangeModelColor = Yes
  1838.             
  1839.             StaticModelLODMode = yes
  1840.             
  1841.             DefaultModelConditionState
  1842.                 Model = BB_niche
  1843.             End
  1844.         
  1845.         ;    WallBoundsMesh = GBMTWallAPTop
  1846.         
  1847.         ; ---------- destruction states
  1848.     
  1849.      ModelConditionState  = DAMAGED
  1850.       Model         = BB_niche
  1851.       ParticleSysBone DUSTBONE01 FireBuildingSmall
  1852.       ParticleSysBone DUSTBONE02 FireBuildingSmall
  1853.       ParticleSysBone DUSTBONE03 FireBuildingSmall
  1854.       ParticleSysBone FireMedium01 FireBuildingMedium
  1855.       ParticleSysBone FireMedium02 FireBuildingMedium
  1856.       ParticleSysBone FireLarge01 FireBuildingLarge
  1857.       ParticleSysBone SmokeLarge01 SmokeBuildingLarge
  1858.     
  1859.     End
  1860.  
  1861.     ModelConditionState  = REALLYDAMAGED
  1862.       Model         = BB_niche
  1863.       ParticleSysBone DUSTBONE01 FireBuildingSmall
  1864.       ParticleSysBone DUSTBONE02 FireBuildingSmall
  1865.       ParticleSysBone DUSTBONE03 FireBuildingSmall
  1866.       ParticleSysBone FireMedium01 FireBuildingMedium
  1867.       ParticleSysBone FireMedium02 FireBuildingMedium
  1868.       ParticleSysBone FireLarge01 FireBuildingLarge
  1869.     
  1870.     End
  1871.     
  1872.     ModelConditionState  = RUBBLE
  1873.       Model         = BB_niche01
  1874.       ParticleSysBone SmokeLarge01 SmokeBuildingLarge
  1875.     End
  1876.  
  1877.     ModelConditionState  = POST_RUBBLE
  1878.       Model         = None
  1879.       ParticleSysBone NONE SmokeBuildingMediumRubble
  1880.     End
  1881.  
  1882.     ModelConditionState  = POST_COLLAPSE
  1883.       Model         = None
  1884.       ParticleSysBone NONE SmokeBuildingMediumRubble
  1885.     End
  1886.     
  1887.  
  1888.         End
  1889.  
  1890.  
  1891.     ; *** AUDIO Parameters ***
  1892.  
  1893.     SoundOnDamaged            = BuildingLightDamageStone
  1894.     SoundOnReallyDamaged        = BuildingHeavyDamageStone
  1895.  
  1896.  
  1897.     ; ***DESIGN parameters ***
  1898.  
  1899.         DisplayName      = OBJECT:Prop
  1900.         EditorSorting   = STRUCTURE
  1901.  
  1902.         ArmorSet
  1903.             Conditions        = None
  1904.             Armor             = NoArmor
  1905.             DamageFX          = None
  1906.         End
  1907.  
  1908. ; *** ENGINEERING Parameters ***  
  1909.         KindOf                = STRUCTURE IMMOBILE IGNORED_IN_GUI
  1910.         RadarPriority = STRUCTURE
  1911.         Body                  = ActiveBody ModuleTag_03
  1912.             MaxHealth                = 2000.0
  1913.             MaxHealthDamaged          = 1500.0
  1914.             MaxHealthReallyDamaged     = 1000.0
  1915.         End
  1916.  
  1917.         ; Note that structures with "RUBBLE" states should not use DestroyDie; such buildings are 
  1918.         ; never truly destroyed, even when reduced to zero health. Also note that garrisonable
  1919.         ; buildings automatically stick around because GarrisonContain has it's own DieModule
  1920.         Behavior = SlowDeathBehavior ModuleTag_SlowDeathWithoutRubble
  1921.       DestructionDelay  = 2500
  1922.         End
  1923.  
  1924.   Behavior                  = StructureCollapseUpdate ModuleTag_04
  1925.     MinCollapseDelay        = 000
  1926.     MaxCollapseDelay        = 000
  1927.     CollapseDamping         = .5
  1928.     MaxShudder              = 0.6
  1929.     MinBurstDelay           = 250
  1930.     MaxBurstDelay           = 800
  1931.     BigBurstFrequency       = 4
  1932.     FXList                  = INITIAL   FX_StructureMediumCollapse
  1933.     OCL                        = INITIAL    OCL_StructureRubblePileLarge ; creates a rising pile of debris halfway-done
  1934.  
  1935.   End
  1936.  
  1937.   
  1938.   
  1939.           Geometry              = BOX
  1940.         GeometryMajorRadius   = 19
  1941.         GeometryMinorRadius   = 18
  1942.         GeometryHeight        = 106
  1943.         GeometryIsSmall       = No
  1944.         GeometryOffset        = X:32 Y:32 Z:0
  1945.  
  1946.  
  1947.         Shadow                = SHADOW_VOLUME
  1948.     End
  1949.  
  1950.  
  1951. ;------------------------------------------------------------
  1952.  
  1953.  
  1954.  
  1955. Object BlueMtnStair
  1956.  
  1957.     ;SelectPortrait = BuildingNoArt
  1958.  
  1959.     ; *** ART Parameters ***
  1960.         Draw = W3DScriptedModelDraw ModuleTag_01
  1961.             OkToChangeModelColor = Yes
  1962.             
  1963.             StaticModelLODMode = yes
  1964.             
  1965.             DefaultModelConditionState
  1966.                 Model = BB_stair
  1967.             End
  1968.         
  1969.         ;    WallBoundsMesh = GBMTWallAPTop
  1970.         
  1971.         ; ---------- destruction states
  1972.     
  1973.      ModelConditionState  = DAMAGED
  1974.       Model         = BB_stair
  1975.       ParticleSysBone DUSTBONE01 FireBuildingSmall
  1976.       ParticleSysBone DUSTBONE02 FireBuildingSmall
  1977.       ParticleSysBone DUSTBONE03 FireBuildingSmall
  1978.       ParticleSysBone FireMedium01 FireBuildingMedium
  1979.       ParticleSysBone FireMedium02 FireBuildingMedium
  1980.       ParticleSysBone FireLarge01 FireBuildingLarge
  1981.       ParticleSysBone SmokeLarge01 SmokeBuildingLarge
  1982.     
  1983.     End
  1984.  
  1985.     ModelConditionState  = REALLYDAMAGED
  1986.       Model         = BB_stair
  1987.       ParticleSysBone DUSTBONE01 FireBuildingSmall
  1988.       ParticleSysBone DUSTBONE02 FireBuildingSmall
  1989.       ParticleSysBone DUSTBONE03 FireBuildingSmall
  1990.       ParticleSysBone FireMedium01 FireBuildingMedium
  1991.       ParticleSysBone FireMedium02 FireBuildingMedium
  1992.       ParticleSysBone FireLarge01 FireBuildingLarge
  1993.     
  1994.     End
  1995.     
  1996.     ModelConditionState  = RUBBLE
  1997.       Model         = BB_stair
  1998.       ParticleSysBone SmokeLarge01 SmokeBuildingLarge
  1999.     End
  2000.  
  2001.     ModelConditionState  = POST_RUBBLE
  2002.       Model         = None
  2003.       ParticleSysBone NONE SmokeBuildingMediumRubble
  2004.     End
  2005.  
  2006.     ModelConditionState  = POST_COLLAPSE
  2007.       Model         = None
  2008.       ParticleSysBone NONE SmokeBuildingMediumRubble
  2009.     End
  2010.     
  2011.  
  2012.         End
  2013.  
  2014.  
  2015.     ; *** AUDIO Parameters ***
  2016.  
  2017.     SoundOnDamaged            = BuildingLightDamageStone
  2018.     SoundOnReallyDamaged        = BuildingHeavyDamageStone
  2019.  
  2020.  
  2021.     ; ***DESIGN parameters ***
  2022.  
  2023.         DisplayName      = OBJECT:Prop
  2024.         EditorSorting   = STRUCTURE
  2025.  
  2026.         ArmorSet
  2027.             Conditions        = None
  2028.             Armor             = NoArmor
  2029.             DamageFX          = None
  2030.         End
  2031.  
  2032. ; *** ENGINEERING Parameters ***  
  2033.         KindOf                = STRUCTURE IMMOBILE IGNORED_IN_GUI
  2034.         RadarPriority = STRUCTURE
  2035.         Body                  = ActiveBody ModuleTag_03
  2036.             MaxHealth                = 2000.0
  2037.             MaxHealthDamaged          = 1500.0
  2038.             MaxHealthReallyDamaged     = 1000.0
  2039.         End
  2040.  
  2041.         ; Note that structures with "RUBBLE" states should not use DestroyDie; such buildings are 
  2042.         ; never truly destroyed, even when reduced to zero health. Also note that garrisonable
  2043.         ; buildings automatically stick around because GarrisonContain has it's own DieModule
  2044.         Behavior = SlowDeathBehavior ModuleTag_SlowDeathWithoutRubble
  2045.       DestructionDelay  = 2500
  2046.         End
  2047.  
  2048.   Behavior                  = StructureCollapseUpdate ModuleTag_04
  2049.     MinCollapseDelay        = 000
  2050.     MaxCollapseDelay        = 000
  2051.     CollapseDamping         = .5
  2052.     MaxShudder              = 0.6
  2053.     MinBurstDelay           = 250
  2054.     MaxBurstDelay           = 800
  2055.     BigBurstFrequency       = 4
  2056.     FXList                  = INITIAL   FX_StructureMediumCollapse
  2057.     OCL                        = INITIAL    OCL_StructureRubblePileLarge ; creates a rising pile of debris halfway-done
  2058.  
  2059.   End
  2060.  
  2061.   
  2062.   
  2063.           Geometry              = BOX
  2064.         GeometryMajorRadius   = 50
  2065.         GeometryMinorRadius   = 5
  2066.         GeometryHeight        = 100
  2067.         GeometryIsSmall       = No
  2068.         GeometryOffset        = X:0 Y:0 Z:0
  2069.  
  2070.  
  2071.         Shadow                = SHADOW_VOLUME
  2072.     End
  2073.  
  2074.  
  2075. ;------------------------------------------------------------
  2076.  
  2077.  
  2078.  
  2079.  
  2080. Object BlueMtnStairLeft
  2081.  
  2082.     ;SelectPortrait = BuildingNoArt
  2083.  
  2084.     ; *** ART Parameters ***
  2085.         Draw = W3DScriptedModelDraw ModuleTag_01
  2086.             OkToChangeModelColor = Yes
  2087.             
  2088.             StaticModelLODMode = yes
  2089.             
  2090.             DefaultModelConditionState
  2091.                 Model = BB_stairleft
  2092.             End
  2093.         
  2094.         ;    WallBoundsMesh = GBMTWallAPTop
  2095.         
  2096.         ; ---------- destruction states
  2097.     
  2098.      ModelConditionState  = DAMAGED
  2099.       Model         = BB_stairleft
  2100.       ParticleSysBone DUSTBONE01 FireBuildingSmall
  2101.       ParticleSysBone DUSTBONE02 FireBuildingSmall
  2102.       ParticleSysBone DUSTBONE03 FireBuildingSmall
  2103.       ParticleSysBone FireMedium01 FireBuildingMedium
  2104.       ParticleSysBone FireMedium02 FireBuildingMedium
  2105.       ParticleSysBone FireLarge01 FireBuildingLarge
  2106.       ParticleSysBone SmokeLarge01 SmokeBuildingLarge
  2107.     
  2108.     End
  2109.  
  2110.     ModelConditionState  = REALLYDAMAGED
  2111.       Model         = BB_stairleft
  2112.       ParticleSysBone DUSTBONE01 FireBuildingSmall
  2113.       ParticleSysBone DUSTBONE02 FireBuildingSmall
  2114.       ParticleSysBone DUSTBONE03 FireBuildingSmall
  2115.       ParticleSysBone FireMedium01 FireBuildingMedium
  2116.       ParticleSysBone FireMedium02 FireBuildingMedium
  2117.       ParticleSysBone FireLarge01 FireBuildingLarge
  2118.     
  2119.     End
  2120.     
  2121.     ModelConditionState  = RUBBLE
  2122.       Model         = BB_stairleft
  2123.       ParticleSysBone SmokeLarge01 SmokeBuildingLarge
  2124.     End
  2125.  
  2126.     ModelConditionState  = POST_RUBBLE
  2127.       Model         = None
  2128.       ParticleSysBone NONE SmokeBuildingMediumRubble
  2129.     End
  2130.  
  2131.     ModelConditionState  = POST_COLLAPSE
  2132.       Model         = None
  2133.       ParticleSysBone NONE SmokeBuildingMediumRubble
  2134.     End
  2135.     
  2136.  
  2137.         End
  2138.  
  2139.  
  2140.     ; *** AUDIO Parameters ***
  2141.  
  2142.     SoundOnDamaged            = BuildingLightDamageStone
  2143.     SoundOnReallyDamaged        = BuildingHeavyDamageStone
  2144.  
  2145.  
  2146.     ; ***DESIGN parameters ***
  2147.  
  2148.         DisplayName      = OBJECT:Prop
  2149.         EditorSorting   = STRUCTURE
  2150.  
  2151.         ArmorSet
  2152.             Conditions        = None
  2153.             Armor             = NoArmor
  2154.             DamageFX          = None
  2155.         End
  2156.  
  2157. ; *** ENGINEERING Parameters ***  
  2158.         KindOf                = STRUCTURE IMMOBILE IGNORED_IN_GUI
  2159.         RadarPriority = STRUCTURE
  2160.         Body                  = ActiveBody ModuleTag_03
  2161.             MaxHealth                = 2000.0
  2162.             MaxHealthDamaged          = 1500.0
  2163.             MaxHealthReallyDamaged     = 1000.0
  2164.         End
  2165.  
  2166.         ; Note that structures with "RUBBLE" states should not use DestroyDie; such buildings are 
  2167.         ; never truly destroyed, even when reduced to zero health. Also note that garrisonable
  2168.         ; buildings automatically stick around because GarrisonContain has it's own DieModule
  2169.         Behavior = SlowDeathBehavior ModuleTag_SlowDeathWithoutRubble
  2170.       DestructionDelay  = 2500
  2171.         End
  2172.  
  2173.   Behavior                  = StructureCollapseUpdate ModuleTag_04
  2174.     MinCollapseDelay        = 000
  2175.     MaxCollapseDelay        = 000
  2176.     CollapseDamping         = .5
  2177.     MaxShudder              = 0.6
  2178.     MinBurstDelay           = 250
  2179.     MaxBurstDelay           = 800
  2180.     BigBurstFrequency       = 4
  2181.     FXList                  = INITIAL   FX_StructureMediumCollapse
  2182.     OCL                        = INITIAL    OCL_StructureRubblePileLarge ; creates a rising pile of debris halfway-done
  2183.  
  2184.   End
  2185.  
  2186.   
  2187.   
  2188.           Geometry              = BOX
  2189.         GeometryMajorRadius   = 50
  2190.         GeometryMinorRadius   = 5
  2191.         GeometryHeight        = 100
  2192.         GeometryIsSmall       = No
  2193.         GeometryOffset        = X:0 Y:0 Z:0
  2194.  
  2195.  
  2196.         Shadow                = SHADOW_VOLUME
  2197.     End
  2198.  
  2199.  
  2200. ;------------------------------------------------------------
  2201.  
  2202.  
  2203.  
  2204. Object BlueMtnStairRight
  2205.  
  2206.     ;SelectPortrait = BuildingNoArt
  2207.  
  2208.     ; *** ART Parameters ***
  2209.         Draw = W3DScriptedModelDraw ModuleTag_01
  2210.             OkToChangeModelColor = Yes
  2211.             
  2212.             StaticModelLODMode = yes
  2213.             
  2214.             DefaultModelConditionState
  2215.                 Model = BB_stairright
  2216.             End
  2217.         
  2218.         ;    WallBoundsMesh = GBMTWallAPTop
  2219.         
  2220.         ; ---------- destruction states
  2221.     
  2222.      ModelConditionState  = DAMAGED
  2223.       Model         = BB_stairright
  2224.       ParticleSysBone DUSTBONE01 FireBuildingSmall
  2225.       ParticleSysBone DUSTBONE02 FireBuildingSmall
  2226.       ParticleSysBone DUSTBONE03 FireBuildingSmall
  2227.       ParticleSysBone FireMedium01 FireBuildingMedium
  2228.       ParticleSysBone FireMedium02 FireBuildingMedium
  2229.       ParticleSysBone FireLarge01 FireBuildingLarge
  2230.       ParticleSysBone SmokeLarge01 SmokeBuildingLarge
  2231.     
  2232.     End
  2233.  
  2234.     ModelConditionState  = REALLYDAMAGED
  2235.       Model         = BB_stairright
  2236.       ParticleSysBone DUSTBONE01 FireBuildingSmall
  2237.       ParticleSysBone DUSTBONE02 FireBuildingSmall
  2238.       ParticleSysBone DUSTBONE03 FireBuildingSmall
  2239.       ParticleSysBone FireMedium01 FireBuildingMedium
  2240.       ParticleSysBone FireMedium02 FireBuildingMedium
  2241.       ParticleSysBone FireLarge01 FireBuildingLarge
  2242.     
  2243.     End
  2244.     
  2245.     ModelConditionState  = RUBBLE
  2246.       Model         = BB_stairright
  2247.       ParticleSysBone SmokeLarge01 SmokeBuildingLarge
  2248.     End
  2249.  
  2250.     ModelConditionState  = POST_RUBBLE
  2251.       Model         = None
  2252.       ParticleSysBone NONE SmokeBuildingMediumRubble
  2253.     End
  2254.  
  2255.     ModelConditionState  = POST_COLLAPSE
  2256.       Model         = None
  2257.       ParticleSysBone NONE SmokeBuildingMediumRubble
  2258.     End
  2259.     
  2260.  
  2261.         End
  2262.  
  2263.  
  2264.     ; *** AUDIO Parameters ***
  2265.  
  2266.     SoundOnDamaged            = BuildingLightDamageStone
  2267.     SoundOnReallyDamaged        = BuildingHeavyDamageStone
  2268.  
  2269.  
  2270.     ; ***DESIGN parameters ***
  2271.  
  2272.         DisplayName      = OBJECT:Prop
  2273.         EditorSorting   = STRUCTURE
  2274.  
  2275.         ArmorSet
  2276.             Conditions        = None
  2277.             Armor             = NoArmor
  2278.             DamageFX          = None
  2279.         End
  2280.  
  2281. ; *** ENGINEERING Parameters ***  
  2282.         KindOf                = STRUCTURE IMMOBILE IGNORED_IN_GUI
  2283.         RadarPriority = STRUCTURE
  2284.         Body                  = ActiveBody ModuleTag_03
  2285.             MaxHealth                = 2000.0
  2286.             MaxHealthDamaged          = 1500.0
  2287.             MaxHealthReallyDamaged     = 1000.0
  2288.         End
  2289.  
  2290.         ; Note that structures with "RUBBLE" states should not use DestroyDie; such buildings are 
  2291.         ; never truly destroyed, even when reduced to zero health. Also note that garrisonable
  2292.         ; buildings automatically stick around because GarrisonContain has it's own DieModule
  2293.         Behavior = SlowDeathBehavior ModuleTag_SlowDeathWithoutRubble
  2294.       DestructionDelay  = 2500
  2295.         End
  2296.  
  2297.   Behavior                  = StructureCollapseUpdate ModuleTag_04
  2298.     MinCollapseDelay        = 000
  2299.     MaxCollapseDelay        = 000
  2300.     CollapseDamping         = .5
  2301.     MaxShudder              = 0.6
  2302.     MinBurstDelay           = 250
  2303.     MaxBurstDelay           = 800
  2304.     BigBurstFrequency       = 4
  2305.     FXList                  = INITIAL   FX_StructureMediumCollapse
  2306.     OCL                        = INITIAL    OCL_StructureRubblePileLarge ; creates a rising pile of debris halfway-done
  2307.  
  2308.   End
  2309.  
  2310.   
  2311.   
  2312.           Geometry              = BOX
  2313.         GeometryMajorRadius   = 50
  2314.         GeometryMinorRadius   = 5
  2315.         GeometryHeight        = 100
  2316.         GeometryIsSmall       = No
  2317.         GeometryOffset        = X:0 Y:0 Z:0
  2318.  
  2319.  
  2320.         Shadow                = SHADOW_VOLUME
  2321.     End
  2322.  
  2323.  
  2324. ;------------------------------------------------------------
  2325.  
  2326.  
  2327.  
  2328.  
  2329.  
  2330.  
  2331. Object BlueMtnStairAngle
  2332.  
  2333.     ;SelectPortrait = BuildingNoArt
  2334.  
  2335.     ; *** ART Parameters ***
  2336.         Draw = W3DScriptedModelDraw ModuleTag_01
  2337.             OkToChangeModelColor = Yes
  2338.             
  2339.             StaticModelLODMode = yes
  2340.             
  2341.             DefaultModelConditionState
  2342.                 Model = BB_stairangle
  2343.             End
  2344.         
  2345.         ;    WallBoundsMesh = GBMTWallAPTop
  2346.         
  2347.         ; ---------- destruction states
  2348.     
  2349.      ModelConditionState  = DAMAGED
  2350.       Model         = BB_stairangle
  2351.       ParticleSysBone DUSTBONE01 FireBuildingSmall
  2352.       ParticleSysBone DUSTBONE02 FireBuildingSmall
  2353.       ParticleSysBone DUSTBONE03 FireBuildingSmall
  2354.       ParticleSysBone FireMedium01 FireBuildingMedium
  2355.       ParticleSysBone FireMedium02 FireBuildingMedium
  2356.       ParticleSysBone FireLarge01 FireBuildingLarge
  2357.       ParticleSysBone SmokeLarge01 SmokeBuildingLarge
  2358.     
  2359.     End
  2360.  
  2361.     ModelConditionState  = REALLYDAMAGED
  2362.       Model         = BB_stairangle
  2363.       ParticleSysBone DUSTBONE01 FireBuildingSmall
  2364.       ParticleSysBone DUSTBONE02 FireBuildingSmall
  2365.       ParticleSysBone DUSTBONE03 FireBuildingSmall
  2366.       ParticleSysBone FireMedium01 FireBuildingMedium
  2367.       ParticleSysBone FireMedium02 FireBuildingMedium
  2368.       ParticleSysBone FireLarge01 FireBuildingLarge
  2369.     
  2370.     End
  2371.     
  2372.     ModelConditionState  = RUBBLE
  2373.       Model         = BB_stairangle
  2374.       ParticleSysBone SmokeLarge01 SmokeBuildingLarge
  2375.     End
  2376.  
  2377.     ModelConditionState  = POST_RUBBLE
  2378.       Model         = None
  2379.       ParticleSysBone NONE SmokeBuildingMediumRubble
  2380.     End
  2381.  
  2382.     ModelConditionState  = POST_COLLAPSE
  2383.       Model         = None
  2384.       ParticleSysBone NONE SmokeBuildingMediumRubble
  2385.     End
  2386.     
  2387.  
  2388.         End
  2389.  
  2390.  
  2391.     ; *** AUDIO Parameters ***
  2392.  
  2393.     SoundOnDamaged            = BuildingLightDamageStone
  2394.     SoundOnReallyDamaged        = BuildingHeavyDamageStone
  2395.  
  2396.  
  2397.     ; ***DESIGN parameters ***
  2398.  
  2399.         DisplayName      = OBJECT:Prop
  2400.         EditorSorting   = STRUCTURE
  2401.  
  2402.         ArmorSet
  2403.             Conditions        = None
  2404.             Armor             = NoArmor
  2405.             DamageFX          = None
  2406.         End
  2407.  
  2408. ; *** ENGINEERING Parameters ***  
  2409.         KindOf                = STRUCTURE IMMOBILE IGNORED_IN_GUI
  2410.         RadarPriority = STRUCTURE
  2411.         Body                  = ActiveBody ModuleTag_03
  2412.             MaxHealth                = 2000.0
  2413.             MaxHealthDamaged          = 1500.0
  2414.             MaxHealthReallyDamaged     = 1000.0
  2415.         End
  2416.  
  2417.         ; Note that structures with "RUBBLE" states should not use DestroyDie; such buildings are 
  2418.         ; never truly destroyed, even when reduced to zero health. Also note that garrisonable
  2419.         ; buildings automatically stick around because GarrisonContain has it's own DieModule
  2420.         Behavior = SlowDeathBehavior ModuleTag_SlowDeathWithoutRubble
  2421.       DestructionDelay  = 2500
  2422.         End
  2423.  
  2424.   Behavior                  = StructureCollapseUpdate ModuleTag_04
  2425.     MinCollapseDelay        = 000
  2426.     MaxCollapseDelay        = 000
  2427.     CollapseDamping         = .5
  2428.     MaxShudder              = 0.6
  2429.     MinBurstDelay           = 250
  2430.     MaxBurstDelay           = 800
  2431.     BigBurstFrequency       = 4
  2432.     FXList                  = INITIAL   FX_StructureMediumCollapse
  2433.     OCL                        = INITIAL    OCL_StructureRubblePileLarge ; creates a rising pile of debris halfway-done
  2434.  
  2435.   End
  2436.  
  2437.   
  2438.   
  2439.           Geometry              = BOX
  2440.         GeometryMajorRadius   = 50
  2441.         GeometryMinorRadius   = 5
  2442.         GeometryHeight        = 100
  2443.         GeometryIsSmall       = No
  2444.         GeometryOffset        = X:0 Y:0 Z:0
  2445.  
  2446.  
  2447.         Shadow                = SHADOW_VOLUME
  2448.     End
  2449.  
  2450.  
  2451. ;------------------------------------------------------------
  2452.  
  2453.  
  2454.  
  2455.  
  2456.  
  2457.  
  2458.  
  2459. Object BlueMtnDestructableDoor
  2460.  
  2461.     ;SelectPortrait = BuildingNoArt
  2462.  
  2463.     ; *** ART Parameters ***
  2464.         Draw = W3DScriptedModelDraw ModuleTag_01
  2465.             OkToChangeModelColor = Yes
  2466.             
  2467.             StaticModelLODMode = yes
  2468.             
  2469.             DefaultModelConditionState
  2470.                 Model = BB_door
  2471.             End
  2472.         
  2473.         ;    WallBoundsMesh = GBMTWallAPTop
  2474.         
  2475.         ; ---------- destruction states
  2476.     
  2477.      ModelConditionState  = DAMAGED
  2478.       Model         = BB_door
  2479.       ParticleSysBone DUSTBONE01 FireBuildingSmall
  2480.       ParticleSysBone DUSTBONE02 FireBuildingSmall
  2481.       ParticleSysBone DUSTBONE03 FireBuildingSmall
  2482.       ParticleSysBone FireMedium01 FireBuildingMedium
  2483.       ParticleSysBone FireMedium02 FireBuildingMedium
  2484.       ParticleSysBone FireLarge01 FireBuildingLarge
  2485.       ParticleSysBone SmokeLarge01 SmokeBuildingLarge
  2486.     
  2487.     End
  2488.  
  2489.     ModelConditionState  = REALLYDAMAGED
  2490.       Model         = BB_door
  2491.       ParticleSysBone DUSTBONE01 FireBuildingSmall
  2492.       ParticleSysBone DUSTBONE02 FireBuildingSmall
  2493.       ParticleSysBone DUSTBONE03 FireBuildingSmall
  2494.       ParticleSysBone FireMedium01 FireBuildingMedium
  2495.       ParticleSysBone FireMedium02 FireBuildingMedium
  2496.       ParticleSysBone FireLarge01 FireBuildingLarge
  2497.     
  2498.     End
  2499.     
  2500.     ModelConditionState  = RUBBLE
  2501.       Model         = BB_door
  2502.       ParticleSysBone SmokeLarge01 SmokeBuildingLarge
  2503.     End
  2504.  
  2505.     ModelConditionState  = POST_RUBBLE
  2506.       Model         = None
  2507.       ParticleSysBone NONE SmokeBuildingMediumRubble
  2508.     End
  2509.  
  2510.     ModelConditionState  = POST_COLLAPSE
  2511.       Model         = None
  2512.       ParticleSysBone NONE SmokeBuildingMediumRubble
  2513.     End
  2514.     
  2515.  
  2516.         End
  2517.  
  2518.  
  2519.     ; *** AUDIO Parameters ***
  2520.  
  2521.     SoundOnDamaged            = BuildingLightDamageStone
  2522.     SoundOnReallyDamaged        = BuildingHeavyDamageStone
  2523.  
  2524.  
  2525.     ; ***DESIGN parameters ***
  2526.  
  2527.         DisplayName      = OBJECT:Prop
  2528.         EditorSorting   = STRUCTURE
  2529.  
  2530.         ArmorSet
  2531.             Conditions        = None
  2532.             Armor             = NoArmor
  2533.             DamageFX          = None
  2534.         End
  2535.  
  2536. ; *** ENGINEERING Parameters ***  
  2537.         KindOf                = STRUCTURE IMMOBILE IGNORED_IN_GUI
  2538.         RadarPriority = STRUCTURE
  2539.         Body                  = ActiveBody ModuleTag_03
  2540.             MaxHealth                = 2000.0
  2541.             MaxHealthDamaged          = 1500.0
  2542.             MaxHealthReallyDamaged     = 1000.0
  2543.         End
  2544.  
  2545.         ; Note that structures with "RUBBLE" states should not use DestroyDie; such buildings are 
  2546.         ; never truly destroyed, even when reduced to zero health. Also note that garrisonable
  2547.         ; buildings automatically stick around because GarrisonContain has it's own DieModule
  2548.         Behavior = SlowDeathBehavior ModuleTag_SlowDeathWithoutRubble
  2549.       DestructionDelay  = 2500
  2550.         End
  2551.  
  2552.   Behavior                  = StructureCollapseUpdate ModuleTag_04
  2553.     MinCollapseDelay        = 000
  2554.     MaxCollapseDelay        = 000
  2555.     CollapseDamping         = .5
  2556.     MaxShudder              = 0.6
  2557.     MinBurstDelay           = 250
  2558.     MaxBurstDelay           = 800
  2559.     BigBurstFrequency       = 4
  2560.     FXList                  = INITIAL   FX_StructureMediumCollapse
  2561.     OCL                        = INITIAL    OCL_StructureRubblePileLarge ; creates a rising pile of debris halfway-done
  2562.  
  2563.   End
  2564.  
  2565.   
  2566.   
  2567.           Geometry              = BOX
  2568.         GeometryMajorRadius   = 70
  2569.         GeometryMinorRadius   = 23
  2570.         GeometryHeight        = 142
  2571.         GeometryIsSmall       = No
  2572.         GeometryOffset        = X:-132 Y:-2 Z:0
  2573.  
  2574.         AdditionalGeometry    = BOX
  2575.         GeometryMajorRadius   = 70
  2576.         GeometryMinorRadius   = 23
  2577.         GeometryHeight        = 142
  2578.         GeometryIsSmall       = No
  2579.         GeometryOffset        = X:132 Y:-2 Z:0
  2580.         
  2581.         AdditionalGeometry    = BOX
  2582.         GeometryMajorRadius   = 63
  2583.         GeometryMinorRadius   = 20
  2584.         GeometryHeight        = 40
  2585.         GeometryIsSmall       = No
  2586.         GeometryOffset        = X:0 Y:-4 Z:108
  2587.  
  2588.         Shadow                = SHADOW_VOLUME
  2589.     End
  2590.  
  2591.  
  2592. ;------------------------------------------------------------
  2593.  
  2594.  
  2595.  
  2596.  
  2597. Object BlueMtnTrack
  2598.  
  2599.     ;SelectPortrait = BuildingNoArt
  2600.  
  2601.     ; *** ART Parameters ***
  2602.         Draw = W3DScriptedModelDraw ModuleTag_01
  2603.             OkToChangeModelColor = Yes
  2604.             
  2605.             StaticModelLODMode = yes
  2606.             
  2607.             DefaultModelConditionState
  2608.                 Model = BB_track
  2609.             End
  2610.         
  2611.         ;    WallBoundsMesh = GBMTWallAPTop
  2612.         
  2613.         ; ---------- destruction states
  2614.     
  2615.      ModelConditionState  = DAMAGED
  2616.       Model         = BB_track
  2617.       ParticleSysBone DUSTBONE01 FireBuildingSmall
  2618.       ParticleSysBone DUSTBONE02 FireBuildingSmall
  2619.       ParticleSysBone DUSTBONE03 FireBuildingSmall
  2620.       ParticleSysBone FireMedium01 FireBuildingMedium
  2621.       ParticleSysBone FireMedium02 FireBuildingMedium
  2622.       ParticleSysBone FireLarge01 FireBuildingLarge
  2623.       ParticleSysBone SmokeLarge01 SmokeBuildingLarge
  2624.     
  2625.     End
  2626.  
  2627.     ModelConditionState  = REALLYDAMAGED
  2628.       Model         = BB_track
  2629.       ParticleSysBone DUSTBONE01 FireBuildingSmall
  2630.       ParticleSysBone DUSTBONE02 FireBuildingSmall
  2631.       ParticleSysBone DUSTBONE03 FireBuildingSmall
  2632.       ParticleSysBone FireMedium01 FireBuildingMedium
  2633.       ParticleSysBone FireMedium02 FireBuildingMedium
  2634.       ParticleSysBone FireLarge01 FireBuildingLarge
  2635.     
  2636.     End
  2637.     
  2638.     ModelConditionState  = RUBBLE
  2639.       Model         = BB_track
  2640.       ParticleSysBone SmokeLarge01 SmokeBuildingLarge
  2641.     End
  2642.  
  2643.     ModelConditionState  = POST_RUBBLE
  2644.       Model         = None
  2645.       ParticleSysBone NONE SmokeBuildingMediumRubble
  2646.     End
  2647.  
  2648.     ModelConditionState  = POST_COLLAPSE
  2649.       Model         = None
  2650.       ParticleSysBone NONE SmokeBuildingMediumRubble
  2651.     End
  2652.     
  2653.  
  2654.         End
  2655.  
  2656.  
  2657.     ; *** AUDIO Parameters ***
  2658.  
  2659.     SoundOnDamaged            = BuildingLightDamageStone
  2660.     SoundOnReallyDamaged        = BuildingHeavyDamageStone
  2661.  
  2662.  
  2663.     ; ***DESIGN parameters ***
  2664.  
  2665.         DisplayName      = OBJECT:Prop
  2666.         EditorSorting   = STRUCTURE
  2667.  
  2668.         ArmorSet
  2669.             Conditions        = None
  2670.             Armor             = NoArmor
  2671.             DamageFX          = None
  2672.         End
  2673.  
  2674. ; *** ENGINEERING Parameters ***  
  2675.         KindOf                = STRUCTURE IMMOBILE IGNORED_IN_GUI
  2676.         RadarPriority = STRUCTURE
  2677.         Body                  = ActiveBody ModuleTag_03
  2678.             MaxHealth                = 2000.0
  2679.             MaxHealthDamaged          = 1500.0
  2680.             MaxHealthReallyDamaged     = 1000.0
  2681.         End
  2682.  
  2683.         ; Note that structures with "RUBBLE" states should not use DestroyDie; such buildings are 
  2684.         ; never truly destroyed, even when reduced to zero health. Also note that garrisonable
  2685.         ; buildings automatically stick around because GarrisonContain has it's own DieModule
  2686.         Behavior = SlowDeathBehavior ModuleTag_SlowDeathWithoutRubble
  2687.       DestructionDelay  = 2500
  2688.         End
  2689.  
  2690.   Behavior                  = StructureCollapseUpdate ModuleTag_04
  2691.     MinCollapseDelay        = 000
  2692.     MaxCollapseDelay        = 000
  2693.     CollapseDamping         = .5
  2694.     MaxShudder              = 0.6
  2695.     MinBurstDelay           = 250
  2696.     MaxBurstDelay           = 800
  2697.     BigBurstFrequency       = 4
  2698.     FXList                  = INITIAL   FX_StructureMediumCollapse
  2699.     OCL                        = INITIAL    OCL_StructureRubblePileLarge ; creates a rising pile of debris halfway-done
  2700.  
  2701.   End
  2702.  
  2703.   
  2704.   
  2705.           Geometry              = BOX
  2706.         GeometryMajorRadius   = 5
  2707.         GeometryMinorRadius   = 5
  2708.         GeometryHeight        = 100
  2709.         GeometryIsSmall       = No
  2710.         GeometryOffset        = X:0 Y:0 Z:0
  2711.  
  2712.  
  2713.         Shadow                = SHADOW_VOLUME
  2714.     End
  2715.  
  2716.  
  2717. ;------------------------------------------------------------
  2718.  
  2719.  
  2720.  
  2721.  
  2722. Object BlueMtnTrackMiddle
  2723.  
  2724.     ;SelectPortrait = BuildingNoArt
  2725.  
  2726.     ; *** ART Parameters ***
  2727.         Draw = W3DScriptedModelDraw ModuleTag_01
  2728.             OkToChangeModelColor = Yes
  2729.             
  2730.             StaticModelLODMode = yes
  2731.             
  2732.             DefaultModelConditionState
  2733.                 Model = BB_trackmiddle
  2734.             End
  2735.         
  2736.         ;    WallBoundsMesh = GBMTWallAPTop
  2737.         
  2738.         ; ---------- destruction states
  2739.     
  2740.      ModelConditionState  = DAMAGED
  2741.       Model         = BB_track
  2742.       ParticleSysBone DUSTBONE01 FireBuildingSmall
  2743.       ParticleSysBone DUSTBONE02 FireBuildingSmall
  2744.       ParticleSysBone DUSTBONE03 FireBuildingSmall
  2745.       ParticleSysBone FireMedium01 FireBuildingMedium
  2746.       ParticleSysBone FireMedium02 FireBuildingMedium
  2747.       ParticleSysBone FireLarge01 FireBuildingLarge
  2748.       ParticleSysBone SmokeLarge01 SmokeBuildingLarge
  2749.     
  2750.     End
  2751.  
  2752.     ModelConditionState  = REALLYDAMAGED
  2753.       Model         = BB_track
  2754.       ParticleSysBone DUSTBONE01 FireBuildingSmall
  2755.       ParticleSysBone DUSTBONE02 FireBuildingSmall
  2756.       ParticleSysBone DUSTBONE03 FireBuildingSmall
  2757.       ParticleSysBone FireMedium01 FireBuildingMedium
  2758.       ParticleSysBone FireMedium02 FireBuildingMedium
  2759.       ParticleSysBone FireLarge01 FireBuildingLarge
  2760.     
  2761.     End
  2762.     
  2763.     ModelConditionState  = RUBBLE
  2764.       Model         = BB_trackmiddle
  2765.       ParticleSysBone SmokeLarge01 SmokeBuildingLarge
  2766.     End
  2767.  
  2768.     ModelConditionState  = POST_RUBBLE
  2769.       Model         = None
  2770.       ParticleSysBone NONE SmokeBuildingMediumRubble
  2771.     End
  2772.  
  2773.     ModelConditionState  = POST_COLLAPSE
  2774.       Model         = None
  2775.       ParticleSysBone NONE SmokeBuildingMediumRubble
  2776.     End
  2777.     
  2778.  
  2779.         End
  2780.  
  2781.  
  2782.     ; *** AUDIO Parameters ***
  2783.  
  2784.     SoundOnDamaged            = BuildingLightDamageStone
  2785.     SoundOnReallyDamaged        = BuildingHeavyDamageStone
  2786.  
  2787.  
  2788.     ; ***DESIGN parameters ***
  2789.  
  2790.         DisplayName      = OBJECT:Prop
  2791.         EditorSorting   = STRUCTURE
  2792.  
  2793.         ArmorSet
  2794.             Conditions        = None
  2795.             Armor             = NoArmor
  2796.             DamageFX          = None
  2797.         End
  2798.  
  2799. ; *** ENGINEERING Parameters ***  
  2800.         KindOf                = STRUCTURE IMMOBILE IGNORED_IN_GUI
  2801.         RadarPriority = STRUCTURE
  2802.         Body                  = ActiveBody ModuleTag_03
  2803.             MaxHealth                = 2000.0
  2804.             MaxHealthDamaged          = 1500.0
  2805.             MaxHealthReallyDamaged     = 1000.0
  2806.         End
  2807.  
  2808.         ; Note that structures with "RUBBLE" states should not use DestroyDie; such buildings are 
  2809.         ; never truly destroyed, even when reduced to zero health. Also note that garrisonable
  2810.         ; buildings automatically stick around because GarrisonContain has it's own DieModule
  2811.         Behavior = SlowDeathBehavior ModuleTag_SlowDeathWithoutRubble
  2812.       DestructionDelay  = 2500
  2813.         End
  2814.  
  2815.   Behavior                  = StructureCollapseUpdate ModuleTag_04
  2816.     MinCollapseDelay        = 000
  2817.     MaxCollapseDelay        = 000
  2818.     CollapseDamping         = .5
  2819.     MaxShudder              = 0.6
  2820.     MinBurstDelay           = 250
  2821.     MaxBurstDelay           = 800
  2822.     BigBurstFrequency       = 4
  2823.     FXList                  = INITIAL   FX_StructureMediumCollapse
  2824.     OCL                        = INITIAL    OCL_StructureRubblePileLarge ; creates a rising pile of debris halfway-done
  2825.  
  2826.   End
  2827.  
  2828.   
  2829.   
  2830.           Geometry              = BOX
  2831.         GeometryMajorRadius   = 5
  2832.         GeometryMinorRadius   = 5
  2833.         GeometryHeight        = 100
  2834.         GeometryIsSmall       = No
  2835.         GeometryOffset        = X:0 Y:0 Z:0
  2836.  
  2837.  
  2838.         Shadow                = SHADOW_VOLUME
  2839.     End
  2840.  
  2841.  
  2842. ;------------------------------------------------------------
  2843.  
  2844.  
  2845.  
  2846.  
  2847. Object BlueMtnTrackTurn
  2848.  
  2849.     ;SelectPortrait = BuildingNoArt
  2850.  
  2851.     ; *** ART Parameters ***
  2852.         Draw = W3DScriptedModelDraw ModuleTag_01
  2853.             OkToChangeModelColor = Yes
  2854.             
  2855.             StaticModelLODMode = yes
  2856.             
  2857.             DefaultModelConditionState
  2858.                 Model = BB_trackturn
  2859.             End
  2860.         
  2861.         ;    WallBoundsMesh = GBMTWallAPTop
  2862.         
  2863.         ; ---------- destruction states
  2864.     
  2865.      ModelConditionState  = DAMAGED
  2866.       Model         = BB_trackturn
  2867.       ParticleSysBone DUSTBONE01 FireBuildingSmall
  2868.       ParticleSysBone DUSTBONE02 FireBuildingSmall
  2869.       ParticleSysBone DUSTBONE03 FireBuildingSmall
  2870.       ParticleSysBone FireMedium01 FireBuildingMedium
  2871.       ParticleSysBone FireMedium02 FireBuildingMedium
  2872.       ParticleSysBone FireLarge01 FireBuildingLarge
  2873.       ParticleSysBone SmokeLarge01 SmokeBuildingLarge
  2874.     
  2875.     End
  2876.  
  2877.     ModelConditionState  = REALLYDAMAGED
  2878.       Model         = BB_trackturn
  2879.       ParticleSysBone DUSTBONE01 FireBuildingSmall
  2880.       ParticleSysBone DUSTBONE02 FireBuildingSmall
  2881.       ParticleSysBone DUSTBONE03 FireBuildingSmall
  2882.       ParticleSysBone FireMedium01 FireBuildingMedium
  2883.       ParticleSysBone FireMedium02 FireBuildingMedium
  2884.       ParticleSysBone FireLarge01 FireBuildingLarge
  2885.     
  2886.     End
  2887.     
  2888.     ModelConditionState  = RUBBLE
  2889.       Model         = BB_trackturn
  2890.       ParticleSysBone SmokeLarge01 SmokeBuildingLarge
  2891.     End
  2892.  
  2893.     ModelConditionState  = POST_RUBBLE
  2894.       Model         = None
  2895.       ParticleSysBone NONE SmokeBuildingMediumRubble
  2896.     End
  2897.  
  2898.     ModelConditionState  = POST_COLLAPSE
  2899.       Model         = None
  2900.       ParticleSysBone NONE SmokeBuildingMediumRubble
  2901.     End
  2902.     
  2903.  
  2904.         End
  2905.  
  2906.  
  2907.     ; *** AUDIO Parameters ***
  2908.  
  2909.     SoundOnDamaged            = BuildingLightDamageStone
  2910.     SoundOnReallyDamaged        = BuildingHeavyDamageStone
  2911.  
  2912.  
  2913.     ; ***DESIGN parameters ***
  2914.  
  2915.         DisplayName      = OBJECT:Prop
  2916.         EditorSorting   = STRUCTURE
  2917.  
  2918.         ArmorSet
  2919.             Conditions        = None
  2920.             Armor             = NoArmor
  2921.             DamageFX          = None
  2922.         End
  2923.  
  2924. ; *** ENGINEERING Parameters ***  
  2925.         KindOf                = STRUCTURE IMMOBILE IGNORED_IN_GUI
  2926.         RadarPriority = STRUCTURE
  2927.         Body                  = ActiveBody ModuleTag_03
  2928.             MaxHealth                = 2000.0
  2929.             MaxHealthDamaged          = 1500.0
  2930.             MaxHealthReallyDamaged     = 1000.0
  2931.         End
  2932.  
  2933.         ; Note that structures with "RUBBLE" states should not use DestroyDie; such buildings are 
  2934.         ; never truly destroyed, even when reduced to zero health. Also note that garrisonable
  2935.         ; buildings automatically stick around because GarrisonContain has it's own DieModule
  2936.         Behavior = SlowDeathBehavior ModuleTag_SlowDeathWithoutRubble
  2937.       DestructionDelay  = 2500
  2938.         End
  2939.  
  2940.   Behavior                  = StructureCollapseUpdate ModuleTag_04
  2941.     MinCollapseDelay        = 000
  2942.     MaxCollapseDelay        = 000
  2943.     CollapseDamping         = .5
  2944.     MaxShudder              = 0.6
  2945.     MinBurstDelay           = 250
  2946.     MaxBurstDelay           = 800
  2947.     BigBurstFrequency       = 4
  2948.     FXList                  = INITIAL   FX_StructureMediumCollapse
  2949.     OCL                        = INITIAL    OCL_StructureRubblePileLarge ; creates a rising pile of debris halfway-done
  2950.  
  2951.   End
  2952.  
  2953.   
  2954.   
  2955.           Geometry              = BOX
  2956.         GeometryMajorRadius   = 5
  2957.         GeometryMinorRadius   = 5
  2958.         GeometryHeight        = 100
  2959.         GeometryIsSmall       = No
  2960.         GeometryOffset        = X:0 Y:0 Z:0
  2961.  
  2962.  
  2963.         Shadow                = SHADOW_VOLUME
  2964.     End
  2965.  
  2966.  
  2967. ;------------------------------------------------------------
  2968.  
  2969.  
  2970.  
  2971.  
  2972.  
  2973. Object BlueMtnTrackEnd
  2974.  
  2975.     ;SelectPortrait = BuildingNoArt
  2976.  
  2977.     ; *** ART Parameters ***
  2978.         Draw = W3DScriptedModelDraw ModuleTag_01
  2979.             OkToChangeModelColor = Yes
  2980.             
  2981.             StaticModelLODMode = yes
  2982.             
  2983.             DefaultModelConditionState
  2984.                 Model = BB_trackend
  2985.             End
  2986.         
  2987.         ;    WallBoundsMesh = GBMTWallAPTop
  2988.         
  2989.         ; ---------- destruction states
  2990.     
  2991.      ModelConditionState  = DAMAGED
  2992.       Model         = BB_trackend
  2993.       ParticleSysBone DUSTBONE01 FireBuildingSmall
  2994.       ParticleSysBone DUSTBONE02 FireBuildingSmall
  2995.       ParticleSysBone DUSTBONE03 FireBuildingSmall
  2996.       ParticleSysBone FireMedium01 FireBuildingMedium
  2997.       ParticleSysBone FireMedium02 FireBuildingMedium
  2998.       ParticleSysBone FireLarge01 FireBuildingLarge
  2999.       ParticleSysBone SmokeLarge01 SmokeBuildingLarge
  3000.     
  3001.     End
  3002.  
  3003.     ModelConditionState  = REALLYDAMAGED
  3004.       Model         = BB_trackend
  3005.       ParticleSysBone DUSTBONE01 FireBuildingSmall
  3006.       ParticleSysBone DUSTBONE02 FireBuildingSmall
  3007.       ParticleSysBone DUSTBONE03 FireBuildingSmall
  3008.       ParticleSysBone FireMedium01 FireBuildingMedium
  3009.       ParticleSysBone FireMedium02 FireBuildingMedium
  3010.       ParticleSysBone FireLarge01 FireBuildingLarge
  3011.     
  3012.     End
  3013.     
  3014.     ModelConditionState  = RUBBLE
  3015.       Model         = BB_trackend
  3016.       ParticleSysBone SmokeLarge01 SmokeBuildingLarge
  3017.     End
  3018.  
  3019.     ModelConditionState  = POST_RUBBLE
  3020.       Model         = None
  3021.       ParticleSysBone NONE SmokeBuildingMediumRubble
  3022.     End
  3023.  
  3024.     ModelConditionState  = POST_COLLAPSE
  3025.       Model         = None
  3026.       ParticleSysBone NONE SmokeBuildingMediumRubble
  3027.     End
  3028.     
  3029.  
  3030.         End
  3031.  
  3032.  
  3033.     ; *** AUDIO Parameters ***
  3034.  
  3035.     SoundOnDamaged            = BuildingLightDamageStone
  3036.     SoundOnReallyDamaged        = BuildingHeavyDamageStone
  3037.  
  3038.  
  3039.     ; ***DESIGN parameters ***
  3040.  
  3041.         DisplayName      = OBJECT:Prop
  3042.         EditorSorting   = STRUCTURE
  3043.  
  3044.         ArmorSet
  3045.             Conditions        = None
  3046.             Armor             = NoArmor
  3047.             DamageFX          = None
  3048.         End
  3049.  
  3050. ; *** ENGINEERING Parameters ***  
  3051.         KindOf                = STRUCTURE IMMOBILE IGNORED_IN_GUI
  3052.         RadarPriority = STRUCTURE
  3053.         Body                  = ActiveBody ModuleTag_03
  3054.             MaxHealth                = 2000.0
  3055.             MaxHealthDamaged          = 1500.0
  3056.             MaxHealthReallyDamaged     = 1000.0
  3057.         End
  3058.  
  3059.         ; Note that structures with "RUBBLE" states should not use DestroyDie; such buildings are 
  3060.         ; never truly destroyed, even when reduced to zero health. Also note that garrisonable
  3061.         ; buildings automatically stick around because GarrisonContain has it's own DieModule
  3062.         Behavior = SlowDeathBehavior ModuleTag_SlowDeathWithoutRubble
  3063.       DestructionDelay  = 2500
  3064.         End
  3065.  
  3066.   Behavior                  = StructureCollapseUpdate ModuleTag_04
  3067.     MinCollapseDelay        = 000
  3068.     MaxCollapseDelay        = 000
  3069.     CollapseDamping         = .5
  3070.     MaxShudder              = 0.6
  3071.     MinBurstDelay           = 250
  3072.     MaxBurstDelay           = 800
  3073.     BigBurstFrequency       = 4
  3074.     FXList                  = INITIAL   FX_StructureMediumCollapse
  3075.     OCL                        = INITIAL    OCL_StructureRubblePileLarge ; creates a rising pile of debris halfway-done
  3076.  
  3077.   End
  3078.  
  3079.   
  3080.   
  3081.           Geometry              = BOX
  3082.         GeometryMajorRadius   = 5
  3083.         GeometryMinorRadius   = 5
  3084.         GeometryHeight        = 100
  3085.         GeometryIsSmall       = No
  3086.         GeometryOffset        = X:0 Y:0 Z:0
  3087.  
  3088.  
  3089.         Shadow                = SHADOW_VOLUME
  3090.     End
  3091.  
  3092.  
  3093. ;------------------------------------------------------------
  3094.  
  3095.  
  3096.  
  3097.  
  3098.  
  3099. Object BlueMtnTrackDown
  3100.  
  3101.     ;SelectPortrait = BuildingNoArt
  3102.  
  3103.     ; *** ART Parameters ***
  3104.         Draw = W3DScriptedModelDraw ModuleTag_01
  3105.             OkToChangeModelColor = Yes
  3106.             
  3107.             StaticModelLODMode = yes
  3108.             
  3109.             DefaultModelConditionState
  3110.                 Model = BB_trackdown
  3111.             End
  3112.         
  3113.         ;    WallBoundsMesh = GBMTWallAPTop
  3114.         
  3115.         ; ---------- destruction states
  3116.     
  3117.      ModelConditionState  = DAMAGED
  3118.       Model         = BB_trackdown
  3119.       ParticleSysBone DUSTBONE01 FireBuildingSmall
  3120.       ParticleSysBone DUSTBONE02 FireBuildingSmall
  3121.       ParticleSysBone DUSTBONE03 FireBuildingSmall
  3122.       ParticleSysBone FireMedium01 FireBuildingMedium
  3123.       ParticleSysBone FireMedium02 FireBuildingMedium
  3124.       ParticleSysBone FireLarge01 FireBuildingLarge
  3125.       ParticleSysBone SmokeLarge01 SmokeBuildingLarge
  3126.     
  3127.     End
  3128.  
  3129.     ModelConditionState  = REALLYDAMAGED
  3130.       Model         = BB_trackdown
  3131.       ParticleSysBone DUSTBONE01 FireBuildingSmall
  3132.       ParticleSysBone DUSTBONE02 FireBuildingSmall
  3133.       ParticleSysBone DUSTBONE03 FireBuildingSmall
  3134.       ParticleSysBone FireMedium01 FireBuildingMedium
  3135.       ParticleSysBone FireMedium02 FireBuildingMedium
  3136.       ParticleSysBone FireLarge01 FireBuildingLarge
  3137.     
  3138.     End
  3139.     
  3140.     ModelConditionState  = RUBBLE
  3141.       Model         = BB_trackdown
  3142.       ParticleSysBone SmokeLarge01 SmokeBuildingLarge
  3143.     End
  3144.  
  3145.     ModelConditionState  = POST_RUBBLE
  3146.       Model         = None
  3147.       ParticleSysBone NONE SmokeBuildingMediumRubble
  3148.     End
  3149.  
  3150.     ModelConditionState  = POST_COLLAPSE
  3151.       Model         = None
  3152.       ParticleSysBone NONE SmokeBuildingMediumRubble
  3153.     End
  3154.     
  3155.  
  3156.         End
  3157.  
  3158.  
  3159.     ; *** AUDIO Parameters ***
  3160.  
  3161.     SoundOnDamaged            = BuildingLightDamageStone
  3162.     SoundOnReallyDamaged        = BuildingHeavyDamageStone
  3163.  
  3164.  
  3165.     ; ***DESIGN parameters ***
  3166.  
  3167.         DisplayName      = OBJECT:Prop
  3168.         EditorSorting   = STRUCTURE
  3169.  
  3170.         ArmorSet
  3171.             Conditions        = None
  3172.             Armor             = NoArmor
  3173.             DamageFX          = None
  3174.         End
  3175.  
  3176. ; *** ENGINEERING Parameters ***  
  3177.         KindOf                = STRUCTURE IMMOBILE IGNORED_IN_GUI
  3178.         RadarPriority = STRUCTURE
  3179.         Body                  = ActiveBody ModuleTag_03
  3180.             MaxHealth                = 2000.0
  3181.             MaxHealthDamaged          = 1500.0
  3182.             MaxHealthReallyDamaged     = 1000.0
  3183.         End
  3184.  
  3185.         ; Note that structures with "RUBBLE" states should not use DestroyDie; such buildings are 
  3186.         ; never truly destroyed, even when reduced to zero health. Also note that garrisonable
  3187.         ; buildings automatically stick around because GarrisonContain has it's own DieModule
  3188.         Behavior = SlowDeathBehavior ModuleTag_SlowDeathWithoutRubble
  3189.       DestructionDelay  = 2500
  3190.         End
  3191.  
  3192.   Behavior                  = StructureCollapseUpdate ModuleTag_04
  3193.     MinCollapseDelay        = 000
  3194.     MaxCollapseDelay        = 000
  3195.     CollapseDamping         = .5
  3196.     MaxShudder              = 0.6
  3197.     MinBurstDelay           = 250
  3198.     MaxBurstDelay           = 800
  3199.     BigBurstFrequency       = 4
  3200.     FXList                  = INITIAL   FX_StructureMediumCollapse
  3201.     OCL                        = INITIAL    OCL_StructureRubblePileLarge ; creates a rising pile of debris halfway-done
  3202.  
  3203.   End
  3204.  
  3205.   
  3206.   
  3207.           Geometry              = BOX
  3208.         GeometryMajorRadius   = 5
  3209.         GeometryMinorRadius   = 5
  3210.         GeometryHeight        = 100
  3211.         GeometryIsSmall       = No
  3212.         GeometryOffset        = X:0 Y:0 Z:0
  3213.  
  3214.  
  3215.         Shadow                = SHADOW_VOLUME
  3216.     End
  3217.  
  3218. ;------------------------------------------------------------
  3219.  
  3220. Object BlueMtnMainGate
  3221.  
  3222.     SelectPortrait = BPCEreborGate
  3223.  
  3224.   ; *** ART Parameters ***
  3225.  
  3226.   Draw = W3DScriptedModelDraw ModuleTag_Draw
  3227.     OkToChangeModelColor  = Yes
  3228.     UseStandardModelNames = Yes
  3229.     StaticModelLODMode = yes ; Will append M or L to the skin name depending on GameLOD 
  3230.     DefaultModelConditionState
  3231.       Model = BB_MainGate        
  3232.     End
  3233.     
  3234.   End
  3235.  
  3236.   ; ***DESIGN parameters ***
  3237.   DisplayName         = OBJECT:BlueMtnMainGate
  3238.   Side                = Civilian
  3239.   EditorSorting       = STRUCTURE
  3240.   Browser = REGION Shire STRUCTURE
  3241.   ThreatLevel = 1.0
  3242.  
  3243.   BuildCost           = 500
  3244.   BuildTime           = 15.0           ; in seconds
  3245.   VisionRange         = 160.0          ; Shroud clearing distance
  3246.   ShroudClearingRange = 160
  3247.  
  3248.  
  3249. ;  CommandSet          = GondorBarracksCommandSet
  3250.  
  3251.  
  3252.   ; *** AUDIO Parameters ***
  3253.  
  3254.     SoundOnDamaged        = BuildingLightDamageStone
  3255.     SoundOnReallyDamaged    = BuildingHeavyDamageStone
  3256.  
  3257.     ;  VoiceSelect         = GondorBarracksSelect
  3258.      
  3259.     ;  UnitSpecificSounds
  3260.     ;  UnderConstruction     = UnderConstructionLoop
  3261.     ;  End
  3262.  
  3263.  
  3264.     ; *** ENGINEERING Parameters ***
  3265.  
  3266.   RadarPriority       = NOT_ON_RADAR
  3267.     KindOf        = PRELOAD NO_COLLIDE IMMOBILE CHUNK_VENDOR NOT_AUTOACQUIRABLE SELECTABLE CAN_CAST_REFLECTIONS
  3268.  
  3269.     Body                        = ActiveBody ModuleTag_05
  3270.         MaxHealth                = 1000.0
  3271.         MaxHealthDamaged        = 700.0
  3272.         MaxHealthReallyDamaged  = 300.0
  3273.     End
  3274.  
  3275.     ArmorSet
  3276.         Conditions        = None
  3277.         Armor             = HelmsDeepGates
  3278.         DamageFX          = GateDamageFX
  3279.     End
  3280.   
  3281.     Behavior                  = StructureCollapseUpdate ModuleTag_08
  3282.         MinCollapseDelay        = 000
  3283.         MaxCollapseDelay        = 000
  3284.         CollapseDamping         = .5
  3285.         MaxShudder              = 0.6
  3286.         MinBurstDelay           = 250
  3287.         MaxBurstDelay           = 800
  3288.         BigBurstFrequency       = 4
  3289.         FXList                  = INITIAL   FX_StructureMediumCollapse
  3290.         FXList                  = ALMOST_FINAL  FX_StructureAlmostCollapse
  3291.         DestroyObjectWhenDone    = Yes
  3292.         CollapseHeight            = 155
  3293.     End
  3294.   
  3295.     AttackContactPoint = X:-24 Y:-24 Z:92
  3296.  
  3297.     Geometry              = BOX
  3298.     GeometryMajorRadius   = 28
  3299.     GeometryMinorRadius   = 253
  3300.     GeometryHeight        = 218
  3301.     GeometryOffset        = X:-61 Y:1 Z:0
  3302.  
  3303.     AdditionalGeometry  = Box
  3304.     GeometryMajorRadius = 30
  3305.     GeometryMinorRadius = 256
  3306.     GeometryHeight      = 190
  3307.     GeometryOffset      = X:-89 Y:-2 Z:-174
  3308.  
  3309.     GeometryIsSmall       = NO
  3310.     Shadow                = SHADOW_VOLUME
  3311.  
  3312. End
  3313.  
  3314. ;------------------------------------------------------------
  3315.  
  3316. Object BlueMtnTorch
  3317.  
  3318.     ;SelectPortrait = BuildingNoArt
  3319.  
  3320.     ; *** ART Parameters ***
  3321.         Draw = W3DScriptedModelDraw ModuleTag_01
  3322.             OkToChangeModelColor = Yes
  3323.             
  3324.             StaticModelLODMode = yes
  3325.             
  3326.             DefaultModelConditionState
  3327.                 Model = BB_torch
  3328.             End
  3329.         
  3330.         ;    WallBoundsMesh = GBMTWallAPTop
  3331.         
  3332.         ; ---------- destruction states
  3333.     
  3334.      ModelConditionState  = DAMAGED
  3335.       Model         = BB_torch
  3336.       ParticleSysBone DUSTBONE01 FireBuildingSmall
  3337.       ParticleSysBone DUSTBONE02 FireBuildingSmall
  3338.       ParticleSysBone DUSTBONE03 FireBuildingSmall
  3339.       ParticleSysBone FireMedium01 FireBuildingMedium
  3340.       ParticleSysBone FireMedium02 FireBuildingMedium
  3341.       ParticleSysBone FireLarge01 FireBuildingLarge
  3342.       ParticleSysBone SmokeLarge01 SmokeBuildingLarge
  3343.     
  3344.     End
  3345.  
  3346.     ModelConditionState  = REALLYDAMAGED
  3347.       Model         = BB_MainGate
  3348.       ParticleSysBone DUSTBONE01 FireBuildingSmall
  3349.       ParticleSysBone DUSTBONE02 FireBuildingSmall
  3350.       ParticleSysBone DUSTBONE03 FireBuildingSmall
  3351.       ParticleSysBone FireMedium01 FireBuildingMedium
  3352.       ParticleSysBone FireMedium02 FireBuildingMedium
  3353.       ParticleSysBone FireLarge01 FireBuildingLarge
  3354.     
  3355.     End
  3356.     
  3357.     ModelConditionState  = RUBBLE
  3358.       Model         = BB_torch
  3359.       ParticleSysBone SmokeLarge01 SmokeBuildingLarge
  3360.     End
  3361.  
  3362.     ModelConditionState  = POST_RUBBLE
  3363.       Model         = None
  3364.       ParticleSysBone NONE SmokeBuildingMediumRubble
  3365.     End
  3366.  
  3367.     ModelConditionState  = POST_COLLAPSE
  3368.       Model         = None
  3369.       ParticleSysBone NONE SmokeBuildingMediumRubble
  3370.     End
  3371.     
  3372.  
  3373.         End
  3374.  
  3375.  
  3376.     ; *** AUDIO Parameters ***
  3377.  
  3378.     SoundOnDamaged            = BuildingLightDamageStone
  3379.     SoundOnReallyDamaged        = BuildingHeavyDamageStone
  3380.  
  3381.  
  3382.     ; ***DESIGN parameters ***
  3383.  
  3384.         DisplayName      = OBJECT:Prop
  3385.         EditorSorting   = STRUCTURE
  3386.  
  3387.         ArmorSet
  3388.             Conditions        = None
  3389.             Armor             = NoArmor
  3390.             DamageFX          = None
  3391.         End
  3392.  
  3393. ; *** ENGINEERING Parameters ***  
  3394.         KindOf                = STRUCTURE IMMOBILE IGNORED_IN_GUI
  3395.         RadarPriority = STRUCTURE
  3396.         Body                  = ActiveBody ModuleTag_03
  3397.             MaxHealth                = 2000.0
  3398.             MaxHealthDamaged          = 1500.0
  3399.             MaxHealthReallyDamaged     = 1000.0
  3400.         End
  3401.  
  3402.         ; Note that structures with "RUBBLE" states should not use DestroyDie; such buildings are 
  3403.         ; never truly destroyed, even when reduced to zero health. Also note that garrisonable
  3404.         ; buildings automatically stick around because GarrisonContain has it's own DieModule
  3405.         Behavior = SlowDeathBehavior ModuleTag_SlowDeathWithoutRubble
  3406.       DestructionDelay  = 2500
  3407.         End
  3408.  
  3409.   Behavior                  = StructureCollapseUpdate ModuleTag_04
  3410.     MinCollapseDelay        = 000
  3411.     MaxCollapseDelay        = 000
  3412.     CollapseDamping         = .5
  3413.     MaxShudder              = 0.6
  3414.     MinBurstDelay           = 250
  3415.     MaxBurstDelay           = 800
  3416.     BigBurstFrequency       = 4
  3417.     FXList                  = INITIAL   FX_StructureMediumCollapse
  3418.     OCL                        = INITIAL    OCL_StructureRubblePileLarge ; creates a rising pile of debris halfway-done
  3419.  
  3420.   End
  3421.  
  3422.   
  3423.   
  3424.           Geometry              = BOX
  3425.         GeometryMajorRadius   = 10
  3426.         GeometryMinorRadius   = 12
  3427.         GeometryHeight        = 21
  3428.         GeometryIsSmall       = No
  3429.         GeometryOffset        = X:0 Y:0 Z:0
  3430.  
  3431.  
  3432.         Shadow                = SHADOW_VOLUME
  3433.     End
  3434.  
  3435.  
  3436. ;------------------------------------------------------------
  3437. Object BlueMtntower
  3438.  
  3439.     ;SelectPortrait = BuildingNoArt
  3440.  
  3441.     ; *** ART Parameters ***
  3442.         Draw = W3DScriptedModelDraw ModuleTag_01
  3443.             OkToChangeModelColor = Yes
  3444.             
  3445.             StaticModelLODMode = yes
  3446.             
  3447.             DefaultModelConditionState
  3448.                 Model = BB_tower
  3449.             End
  3450.         
  3451.         ;    WallBoundsMesh = GBMTWallAPTop
  3452.         
  3453.         ; ---------- destruction states
  3454.     
  3455.      ModelConditionState  = DAMAGED
  3456.       Model         = BB_tower
  3457.       ParticleSysBone DUSTBONE01 FireBuildingSmall
  3458.       ParticleSysBone DUSTBONE02 FireBuildingSmall
  3459.       ParticleSysBone DUSTBONE03 FireBuildingSmall
  3460.       ParticleSysBone FireMedium01 FireBuildingMedium
  3461.       ParticleSysBone FireMedium02 FireBuildingMedium
  3462.       ParticleSysBone FireLarge01 FireBuildingLarge
  3463.       ParticleSysBone SmokeLarge01 SmokeBuildingLarge
  3464.     
  3465.     End
  3466.  
  3467.     ModelConditionState  = REALLYDAMAGED
  3468.       Model         = BB_tower
  3469.       ParticleSysBone DUSTBONE01 FireBuildingSmall
  3470.       ParticleSysBone DUSTBONE02 FireBuildingSmall
  3471.       ParticleSysBone DUSTBONE03 FireBuildingSmall
  3472.       ParticleSysBone FireMedium01 FireBuildingMedium
  3473.       ParticleSysBone FireMedium02 FireBuildingMedium
  3474.       ParticleSysBone FireLarge01 FireBuildingLarge
  3475.     
  3476.     End
  3477.     
  3478.     ModelConditionState  = RUBBLE
  3479.       Model         = BB_tower
  3480.       ParticleSysBone SmokeLarge01 SmokeBuildingLarge
  3481.     End
  3482.  
  3483.     ModelConditionState  = POST_RUBBLE
  3484.       Model         = None
  3485.       ParticleSysBone NONE SmokeBuildingMediumRubble
  3486.     End
  3487.  
  3488.     ModelConditionState  = POST_COLLAPSE
  3489.       Model         = None
  3490.       ParticleSysBone NONE SmokeBuildingMediumRubble
  3491.     End
  3492.     
  3493.  
  3494.         End
  3495.  
  3496.  
  3497.     ; *** AUDIO Parameters ***
  3498.  
  3499.     SoundOnDamaged            = BuildingLightDamageStone
  3500.     SoundOnReallyDamaged        = BuildingHeavyDamageStone
  3501.  
  3502.  
  3503.     ; ***DESIGN parameters ***
  3504.  
  3505.         DisplayName      = OBJECT:Prop
  3506.         EditorSorting   = STRUCTURE
  3507.  
  3508.         ArmorSet
  3509.             Conditions        = None
  3510.             Armor             = NoArmor
  3511.             DamageFX          = None
  3512.         End
  3513.  
  3514. ; *** ENGINEERING Parameters ***  
  3515.         KindOf                = STRUCTURE IMMOBILE IGNORED_IN_GUI
  3516.         RadarPriority = STRUCTURE
  3517.         Body                  = ActiveBody ModuleTag_03
  3518.             MaxHealth                = 2000.0
  3519.             MaxHealthDamaged          = 1500.0
  3520.             MaxHealthReallyDamaged     = 1000.0
  3521.         End
  3522.  
  3523.         ; Note that structures with "RUBBLE" states should not use DestroyDie; such buildings are 
  3524.         ; never truly destroyed, even when reduced to zero health. Also note that garrisonable
  3525.         ; buildings automatically stick around because GarrisonContain has it's own DieModule
  3526.         Behavior = SlowDeathBehavior ModuleTag_SlowDeathWithoutRubble
  3527.       DestructionDelay  = 2500
  3528.         End
  3529.  
  3530.   Behavior                  = StructureCollapseUpdate ModuleTag_04
  3531.     MinCollapseDelay        = 000
  3532.     MaxCollapseDelay        = 000
  3533.     CollapseDamping         = .5
  3534.     MaxShudder              = 0.6
  3535.     MinBurstDelay           = 250
  3536.     MaxBurstDelay           = 800
  3537.     BigBurstFrequency       = 4
  3538.     FXList                  = INITIAL   FX_StructureMediumCollapse
  3539.     OCL                        = INITIAL    OCL_StructureRubblePileLarge ; creates a rising pile of debris halfway-done
  3540.  
  3541.   End
  3542.  
  3543.   
  3544.   
  3545.           Geometry              = BOX
  3546.         GeometryMajorRadius   = 33
  3547.         GeometryMinorRadius   = 33
  3548.         GeometryHeight        = 135
  3549.         GeometryIsSmall       = No
  3550.         GeometryOffset        = X:0 Y:0 Z:-70
  3551.  
  3552.  
  3553.         Shadow                = SHADOW_VOLUME
  3554.     End
  3555.  
  3556.  
  3557. ;------------------------------------------------------------
  3558. Object BlueMtntower2
  3559.  
  3560.     ;SelectPortrait = BuildingNoArt
  3561.  
  3562.     ; *** ART Parameters ***
  3563.         Draw = W3DScriptedModelDraw ModuleTag_01
  3564.             OkToChangeModelColor = Yes
  3565.             
  3566.             StaticModelLODMode = yes
  3567.             
  3568.             DefaultModelConditionState
  3569.                 Model = BB_tower2
  3570.             End
  3571.         
  3572.         ;    WallBoundsMesh = GBMTWallAPTop
  3573.         
  3574.         ; ---------- destruction states
  3575.     
  3576.      ModelConditionState  = DAMAGED
  3577.       Model         = BB_tower2
  3578.       ParticleSysBone DUSTBONE01 FireBuildingSmall
  3579.       ParticleSysBone DUSTBONE02 FireBuildingSmall
  3580.       ParticleSysBone DUSTBONE03 FireBuildingSmall
  3581.       ParticleSysBone FireMedium01 FireBuildingMedium
  3582.       ParticleSysBone FireMedium02 FireBuildingMedium
  3583.       ParticleSysBone FireLarge01 FireBuildingLarge
  3584.       ParticleSysBone SmokeLarge01 SmokeBuildingLarge
  3585.     
  3586.     End
  3587.  
  3588.     ModelConditionState  = REALLYDAMAGED
  3589.       Model         = BB_tower2
  3590.       ParticleSysBone DUSTBONE01 FireBuildingSmall
  3591.       ParticleSysBone DUSTBONE02 FireBuildingSmall
  3592.       ParticleSysBone DUSTBONE03 FireBuildingSmall
  3593.       ParticleSysBone FireMedium01 FireBuildingMedium
  3594.       ParticleSysBone FireMedium02 FireBuildingMedium
  3595.       ParticleSysBone FireLarge01 FireBuildingLarge
  3596.     
  3597.     End
  3598.     
  3599.     ModelConditionState  = RUBBLE
  3600.       Model         = BB_tower2
  3601.       ParticleSysBone SmokeLarge01 SmokeBuildingLarge
  3602.     End
  3603.  
  3604.     ModelConditionState  = POST_RUBBLE
  3605.       Model         = None
  3606.       ParticleSysBone NONE SmokeBuildingMediumRubble
  3607.     End
  3608.  
  3609.     ModelConditionState  = POST_COLLAPSE
  3610.       Model         = None
  3611.       ParticleSysBone NONE SmokeBuildingMediumRubble
  3612.     End
  3613.     
  3614.  
  3615.         End
  3616.  
  3617.  
  3618.     ; *** AUDIO Parameters ***
  3619.  
  3620.     SoundOnDamaged            = BuildingLightDamageStone
  3621.     SoundOnReallyDamaged        = BuildingHeavyDamageStone
  3622.  
  3623.  
  3624.     ; ***DESIGN parameters ***
  3625.  
  3626.         DisplayName      = OBJECT:Prop
  3627.         EditorSorting   = STRUCTURE
  3628.  
  3629.         ArmorSet
  3630.             Conditions        = None
  3631.             Armor             = NoArmor
  3632.             DamageFX          = None
  3633.         End
  3634.  
  3635. ; *** ENGINEERING Parameters ***  
  3636.         KindOf                = STRUCTURE IMMOBILE IGNORED_IN_GUI
  3637.         RadarPriority = STRUCTURE
  3638.         Body                  = ActiveBody ModuleTag_03
  3639.             MaxHealth                = 2000.0
  3640.             MaxHealthDamaged          = 1500.0
  3641.             MaxHealthReallyDamaged     = 1000.0
  3642.         End
  3643.  
  3644.         ; Note that structures with "RUBBLE" states should not use DestroyDie; such buildings are 
  3645.         ; never truly destroyed, even when reduced to zero health. Also note that garrisonable
  3646.         ; buildings automatically stick around because GarrisonContain has it's own DieModule
  3647.         Behavior = SlowDeathBehavior ModuleTag_SlowDeathWithoutRubble
  3648.       DestructionDelay  = 2500
  3649.         End
  3650.  
  3651.   Behavior                  = StructureCollapseUpdate ModuleTag_04
  3652.     MinCollapseDelay        = 000
  3653.     MaxCollapseDelay        = 000
  3654.     CollapseDamping         = .5
  3655.     MaxShudder              = 0.6
  3656.     MinBurstDelay           = 250
  3657.     MaxBurstDelay           = 800
  3658.     BigBurstFrequency       = 4
  3659.     FXList                  = INITIAL   FX_StructureMediumCollapse
  3660.     OCL                        = INITIAL    OCL_StructureRubblePileLarge ; creates a rising pile of debris halfway-done
  3661.  
  3662.   End
  3663.  
  3664.   
  3665.   
  3666.           Geometry              = BOX
  3667.         GeometryMajorRadius   = 32
  3668.         GeometryMinorRadius   = 32
  3669.         GeometryHeight        = 165
  3670.         GeometryIsSmall       = No
  3671.         GeometryOffset        = X:-11 Y:0 Z:0
  3672.  
  3673.  
  3674.         Shadow                = SHADOW_VOLUME
  3675.     End
  3676. ;------------------------------------------------------------------------------------------
  3677.  
  3678. Object EreaborGarrisonableTowerExt
  3679.  
  3680.     SelectPortrait = BPCEreborTower
  3681.  
  3682.     ; *** ART Parameters ***
  3683. ;    ButtonImage = BGKeep
  3684.       
  3685.     Draw = W3DScriptedModelDraw ModuleTag_Draw
  3686.     
  3687.         ExtraPublicBone = ARROW_01
  3688.         ExtraPublicBone = ARROW_02
  3689.         ExtraPublicBone = ARROW_03
  3690.         ExtraPublicBone = ARROW_04
  3691.         ExtraPublicBone = ARROW_05
  3692.         ExtraPublicBone = ARROW_06
  3693.         ExtraPublicBone = ARROW_07
  3694.         ExtraPublicBone = ARROW_08
  3695.         ExtraPublicBone = ARROW_09
  3696.         ExtraPublicBone = ARROW_10
  3697.         ExtraPublicBone = ARROW_11
  3698.         ExtraPublicBone = ARROW_12
  3699.         OkToChangeModelColor  = Yes
  3700.         UseStandardModelNames = Yes
  3701.         DefaultModelConditionState
  3702.             Model = BB_tower3
  3703.             WeaponLaunchBone =   PRIMARY ARROW_
  3704.         End
  3705.  
  3706.         ModelConditionState = SNOW BUILD_VARIATION_ONE
  3707.             Model            = GBFARTOWA
  3708.             Texture            = GBFortress1.tga GBFortress1_Snow.tga
  3709.         End
  3710.  
  3711.         ModelConditionState = SNOW BUILD_VARIATION_TWO
  3712.             Model            = GBFARTOWB
  3713.             Texture            = GBFortress1.tga GBFortress1_Snow.tga
  3714.         End
  3715.                 
  3716.         ModelConditionState = BUILD_VARIATION_ONE
  3717.             Model = GBFARTOWA
  3718.             WeaponLaunchBone =   PRIMARY ARROW_
  3719.         End
  3720.  
  3721.         ModelConditionState = BUILD_VARIATION_TWO
  3722.             Model = GBFARTOWB
  3723.             WeaponLaunchBone =   PRIMARY ARROW_
  3724.         End
  3725.  
  3726.     End
  3727.  
  3728.  
  3729.  
  3730.  
  3731.  
  3732.     ; ***DESIGN parameters ***
  3733.     DisplayName         = OBJECT:EreaborBattleTower
  3734.     EditorSorting       = STRUCTURE
  3735.     ThreatLevel            = 1.0
  3736.     CommandPointBonus    = DORMITORY_COMMAND_POINT_BONUS
  3737.      
  3738.     BuildCost           = MEN_DORMITORYEXPANSION_BUILDCOST
  3739.     BuildTime           = MEN_DORMITORYEXPANSION_BUILDTIME
  3740.     VisionRange         = VISION_BASE_DEFENSE
  3741.      ShroudClearingRange = SHROUD_CLEAR_BASE_DEFENSE
  3742.     BountyValue         = GONDOR_KEEP_BOUNTY_VALUE
  3743.  
  3744.     ArmorSet
  3745.         Conditions            = None
  3746.         Armor                = StructureArmor
  3747.     End
  3748.  
  3749.     CommandSet            = DormitoryCommandSet
  3750.  
  3751.     ; *** AUDIO Parameters ***
  3752.  
  3753.     VoiceSelect            = DwarfTowerExpansionSelect    ;GondorBattleTowerSelect
  3754.  
  3755.     SoundOnDamaged            = BuildingLightDamageStone
  3756.     SoundOnReallyDamaged    = BuildingHeavyDamageStone
  3757.  
  3758.     VoiceSelectUnderConstruction    = BuildingGoodVoiceSelectUnderConstruction
  3759.  
  3760.     UnitSpecificSounds
  3761.         UnderConstruction        = BuildingConstructionLoop  ; Built first time
  3762.         ; UnderRepairFromDamage    = NoSound                    ; Repaired No animation on the building, so don't bother playing sound
  3763.         UnderRepairFromRubble    = BuildingConstructionLoop    ; Repaired from completely destroyed (not used???)
  3764.     End
  3765.  
  3766.  
  3767.     ; *** ENGINEERING Parameters ***
  3768.  
  3769.     RadarPriority       = STRUCTURE
  3770.     KindOf              = PRELOAD STRUCTURE SELECTABLE IMMOBILE SCORE NEED_BASE_FOUNDATION GARRISON CAN_ATTACK
  3771.  
  3772.     Behavior = AIUpdateInterface ModuleTag_AI
  3773.         AILuaEventsList                = DormitoryFunctions
  3774.         AutoAcquireEnemiesWhenIdle    = No
  3775.     End
  3776.  
  3777.     Behavior            = GettingBuiltBehavior ModuleTag_04
  3778.         WorkerName          = GondorWorkerNoSelect
  3779.     End
  3780.  
  3781.     Body = StructureBody ModuleTag_05
  3782.         MaxHealth                = MEN_DORMITORYEXPANSION_HEALTH
  3783.         MaxHealthDamaged        = MEN_DORMITORYEXPANSION_HEALTH_DAMAGED
  3784.         MaxHealthReallyDamaged    = MEN_DORMITORYEXPANSION_HEALTH_REALLY_DAMAGED
  3785.     End
  3786.  
  3787.     Flammability    ; should be after the 'Body' statement
  3788.         Fuel        =    MEN_GARRISONEXPANSION_FIRE_FUEL    
  3789.         MaxBurnRate    =    MEN_GARRISONEXPANSION_FIRE_MAX_BURN_RATE
  3790.         Decay        =    MEN_GARRISONEXPANSION_FIRE_DECAY
  3791.         Resistance    =    MEN_GARRISONEXPANSION_FIRE_RESISTANCE
  3792.     End
  3793.  
  3794.     Behavior                  = BuildingBehavior BuildingModuleTag
  3795.         NightWindowName         = WINDOW_N01
  3796.     End
  3797.  
  3798.     Behavior = SlowDeathBehavior ModuleTag_SlowDeathWithoutRubble
  3799.         DestructionDelay  = 5000
  3800.     End
  3801.       
  3802.     Behavior                  = StructureCollapseUpdate ModuleTag_StructureCollapseUpdate
  3803.         MinCollapseDelay        = 000
  3804.         MaxCollapseDelay        = 000
  3805.         CollapseDamping         = .5
  3806.         MaxShudder              = 0.6
  3807.         MinBurstDelay           = 250
  3808.         MaxBurstDelay           = 800
  3809.         BigBurstFrequency       = 4
  3810.         FXList                  = INITIAL   FX_StructureMediumCollapse
  3811.         CollapseHeight            = 140
  3812.     End
  3813.  
  3814.     Behavior = TerrainResourceBehavior ModuleTag_NewMoneyDeadSpot
  3815.         Radius            = 30        ; How far we try to claim ground
  3816.         MaxIncome        = 0            ; If we were to get all we wanted, how much we would earn.  Linear slope to 0 at 0% claim
  3817.         IncomeInterval    = 999999    ; How often (in msec) we give that much money
  3818.         HighPriority    = Yes        ; A high priority claim gets to pretend it was there first.
  3819.     End
  3820.  
  3821.     Behavior = CastleMemberBehavior ModuleTag_CMB
  3822.     End
  3823.  
  3824.     Behavior = EvacuateDamage ModuleTag_evacuateDamage
  3825.         WeaponThatCausesEvacuation  = MordorCatapultHumanHeads
  3826.     End
  3827.  
  3828.     Behavior = HordeGarrisonContain ModuleTag_hordeGarrison
  3829.         ObjectStatusOfContained    = UNSELECTABLE CAN_ATTACK ENCLOSED
  3830.         ContainMax              = 3
  3831.         DamagePercentToUnits    = 0%
  3832.         PassengerFilter            = ANY +INFANTRY +HORDE +BANNER -CAVALRY -SUMMONED -WildSpiderling -WildSpiderlingHorde 
  3833.         AllowEnemiesInside      = Yes
  3834.         NumberOfExitPaths       = 1                                        ; Defaults to 1.  Set 0 to not use ExitStart/ExitEnd, set higher than 1 to use ExitStart01-nn/ExitEnd01-nn
  3835.         PassengerBonePrefix     = PassengerBone:ARROW_ KindOf:INFANTRY
  3836.         EntryOffset                = X:50.0 Y:0.0 Z:0.0
  3837.         EntryPosition            = X:20.0 Y:0.0 Z:0.0                    ; entry position needs to be offset from the root transform, otherwise fortress obscures point.
  3838.         ExitOffset                = X:50.0 Y:0.0 Z:0.0
  3839.         ShowPips                = No
  3840.     End
  3841.  
  3842.     ;-----HEALING CONTAINED UNITS--------------------------------------------------------------
  3843.     Behavior = AutoHealBehavior ModuleTag_HealContained
  3844.         StartsActive        = Yes
  3845.         HealingAmount        = 10
  3846.         HealingDelay        = 1000
  3847.         AffectsContained    = Yes
  3848.         NonStackable        = Yes
  3849.     End
  3850.  
  3851.     Behavior = AttributeModifierUpgrade ModuleTag_Reinforced
  3852.         TriggeredBy                = Upgrade_MenFortressNumenorStonework
  3853.         AttributeModifier        = NumenorStoneworkKeep_Bonus
  3854.     End
  3855.  
  3856.     Behavior = ProductionUpdate ModuleTag_UpgradeProducer
  3857.     End
  3858.  
  3859.     GeometryIsSmall        = No
  3860.  
  3861.     // version one = side
  3862.     // version two = corner.
  3863.  
  3864.     Geometry            = BOX
  3865.     GeometryMajorRadius    = 12.0
  3866.     GeometryMinorRadius    = 12.0
  3867.     GeometryHeight        = 120.0
  3868.     GeometryName        = VersionTwo
  3869.     GeometryOffset        = X:20 Y:0 Z:0
  3870.     
  3871.     AdditionalGeometry    = BOX
  3872.     GeometryMajorRadius    = 20.0
  3873.     GeometryMinorRadius    = 10.0
  3874.     GeometryHeight        = 50.0
  3875.     GeometryName        = VersionTwo
  3876.     GeometryOffset        = X:-10 Y:0 Z:0
  3877.     
  3878.     AdditionalGeometry    = BOX
  3879.     GeometryMajorRadius    = 12.0
  3880.     GeometryMinorRadius    = 12.0
  3881.     GeometryHeight        = 90.0
  3882.     GeometryName        = VersionOne
  3883.     GeometryOffset        = X:24 Y:0 Z:0
  3884.     
  3885.     GeometryContactPoint = X:0        Y:0        Z:5    
  3886.     GeometryContactPoint = X:0        Y:0        Z:112    Swoop
  3887.     
  3888.     Shadow                = SHADOW_VOLUME
  3889.     BuildCompletion     = PLACED_BY_PLAYER
  3890.  
  3891. End
  3892. ;------------------------------------------------------------
  3893. Object BlueMtncatapult
  3894.  
  3895.     ;SelectPortrait = BuildingNoArt
  3896.  
  3897.     ; *** ART Parameters ***
  3898.         Draw = W3DScriptedModelDraw ModuleTag_01
  3899.             OkToChangeModelColor = Yes
  3900.             
  3901.             StaticModelLODMode = yes
  3902.             
  3903.             DefaultModelConditionState
  3904.                 Model = BB_catapult
  3905.             End
  3906.         
  3907.         ;    WallBoundsMesh = GBMTWallAPTop
  3908.         
  3909.         ; ---------- destruction states
  3910.     
  3911.      ModelConditionState  = DAMAGED
  3912.       Model         = BB_catapult
  3913.       ParticleSysBone DUSTBONE01 FireBuildingSmall
  3914.       ParticleSysBone DUSTBONE02 FireBuildingSmall
  3915.       ParticleSysBone DUSTBONE03 FireBuildingSmall
  3916.       ParticleSysBone FireMedium01 FireBuildingMedium
  3917.       ParticleSysBone FireMedium02 FireBuildingMedium
  3918.       ParticleSysBone FireLarge01 FireBuildingLarge
  3919.       ParticleSysBone SmokeLarge01 SmokeBuildingLarge
  3920.     
  3921.     End
  3922.  
  3923.     ModelConditionState  = REALLYDAMAGED
  3924.       Model         = BB_catapult
  3925.       ParticleSysBone DUSTBONE01 FireBuildingSmall
  3926.       ParticleSysBone DUSTBONE02 FireBuildingSmall
  3927.       ParticleSysBone DUSTBONE03 FireBuildingSmall
  3928.       ParticleSysBone FireMedium01 FireBuildingMedium
  3929.       ParticleSysBone FireMedium02 FireBuildingMedium
  3930.       ParticleSysBone FireLarge01 FireBuildingLarge
  3931.     
  3932.     End
  3933.     
  3934.     ModelConditionState  = RUBBLE
  3935.       Model         = BB_catapult
  3936.       ParticleSysBone SmokeLarge01 SmokeBuildingLarge
  3937.     End
  3938.  
  3939.     ModelConditionState  = POST_RUBBLE
  3940.       Model         = None
  3941.       ParticleSysBone NONE SmokeBuildingMediumRubble
  3942.     End
  3943.  
  3944.     ModelConditionState  = POST_COLLAPSE
  3945.       Model         = None
  3946.       ParticleSysBone NONE SmokeBuildingMediumRubble
  3947.     End
  3948.     
  3949.  
  3950.         End
  3951.  
  3952.  
  3953.     ; *** AUDIO Parameters ***
  3954.  
  3955.     SoundOnDamaged            = BuildingLightDamageStone
  3956.     SoundOnReallyDamaged        = BuildingHeavyDamageStone
  3957.  
  3958.  
  3959.     ; ***DESIGN parameters ***
  3960.  
  3961.         DisplayName      = OBJECT:Prop
  3962.         EditorSorting   = STRUCTURE
  3963.  
  3964.         ArmorSet
  3965.             Conditions        = None
  3966.             Armor             = NoArmor
  3967.             DamageFX          = None
  3968.         End
  3969.  
  3970. ; *** ENGINEERING Parameters ***  
  3971.         KindOf                = STRUCTURE IMMOBILE IGNORED_IN_GUI
  3972.         RadarPriority = STRUCTURE
  3973.         Body                  = ActiveBody ModuleTag_03
  3974.             MaxHealth                = 2000.0
  3975.             MaxHealthDamaged          = 1500.0
  3976.             MaxHealthReallyDamaged     = 1000.0
  3977.         End
  3978.  
  3979.         ; Note that structures with "RUBBLE" states should not use DestroyDie; such buildings are 
  3980.         ; never truly destroyed, even when reduced to zero health. Also note that garrisonable
  3981.         ; buildings automatically stick around because GarrisonContain has it's own DieModule
  3982.         Behavior = SlowDeathBehavior ModuleTag_SlowDeathWithoutRubble
  3983.       DestructionDelay  = 2500
  3984.         End
  3985.  
  3986.   Behavior                  = StructureCollapseUpdate ModuleTag_04
  3987.     MinCollapseDelay        = 000
  3988.     MaxCollapseDelay        = 000
  3989.     CollapseDamping         = .5
  3990.     MaxShudder              = 0.6
  3991.     MinBurstDelay           = 250
  3992.     MaxBurstDelay           = 800
  3993.     BigBurstFrequency       = 4
  3994.     FXList                  = INITIAL   FX_StructureMediumCollapse
  3995.     OCL                        = INITIAL    OCL_StructureRubblePileLarge ; creates a rising pile of debris halfway-done
  3996.  
  3997.   End
  3998.  
  3999.   
  4000.   
  4001.           Geometry              = BOX
  4002.         GeometryMajorRadius   = 70
  4003.         GeometryMinorRadius   = 23
  4004.         GeometryHeight        = 142
  4005.         GeometryIsSmall       = No
  4006.         GeometryOffset        = X:-132 Y:-2 Z:0
  4007.  
  4008.         AdditionalGeometry    = BOX
  4009.         GeometryMajorRadius   = 70
  4010.         GeometryMinorRadius   = 23
  4011.         GeometryHeight        = 142
  4012.         GeometryIsSmall       = No
  4013.         GeometryOffset        = X:132 Y:-2 Z:0
  4014.         
  4015.         AdditionalGeometry    = BOX
  4016.         GeometryMajorRadius   = 63
  4017.         GeometryMinorRadius   = 20
  4018.         GeometryHeight        = 40
  4019.         GeometryIsSmall       = No
  4020.         GeometryOffset        = X:0 Y:-4 Z:108
  4021.  
  4022.  
  4023.         Shadow                = SHADOW_VOLUME
  4024.     End
  4025.  
  4026.  
  4027.  
  4028.  
  4029. ;------------------------------------------------------------
  4030. Object BlueMtnThrone
  4031.  
  4032.     ;SelectPortrait = BuildingNoArt
  4033.  
  4034.     ; *** ART Parameters ***
  4035.         Draw = W3DScriptedModelDraw ModuleTag_01
  4036.             OkToChangeModelColor = Yes
  4037.             
  4038.             StaticModelLODMode = yes
  4039.             
  4040.             DefaultModelConditionState
  4041.                 Model = BB_throne
  4042.             End
  4043.         
  4044.         ;    WallBoundsMesh = GBMTWallAPTop
  4045.         
  4046.         ; ---------- destruction states
  4047.     
  4048.      ModelConditionState  = DAMAGED
  4049.       Model         = BB_throne
  4050.       ParticleSysBone DUSTBONE01 FireBuildingSmall
  4051.       ParticleSysBone DUSTBONE02 FireBuildingSmall
  4052.       ParticleSysBone DUSTBONE03 FireBuildingSmall
  4053.       ParticleSysBone FireMedium01 FireBuildingMedium
  4054.       ParticleSysBone FireMedium02 FireBuildingMedium
  4055.       ParticleSysBone FireLarge01 FireBuildingLarge
  4056.       ParticleSysBone SmokeLarge01 SmokeBuildingLarge
  4057.     
  4058.     End
  4059.  
  4060.     ModelConditionState  = REALLYDAMAGED
  4061.       Model         = BB_throne
  4062.       ParticleSysBone DUSTBONE01 FireBuildingSmall
  4063.       ParticleSysBone DUSTBONE02 FireBuildingSmall
  4064.       ParticleSysBone DUSTBONE03 FireBuildingSmall
  4065.       ParticleSysBone FireMedium01 FireBuildingMedium
  4066.       ParticleSysBone FireMedium02 FireBuildingMedium
  4067.       ParticleSysBone FireLarge01 FireBuildingLarge
  4068.     
  4069.     End
  4070.     
  4071.     ModelConditionState  = RUBBLE
  4072.       Model         = BB_throne
  4073.       ParticleSysBone SmokeLarge01 SmokeBuildingLarge
  4074.     End
  4075.  
  4076.     ModelConditionState  = POST_RUBBLE
  4077.       Model         = None
  4078.       ParticleSysBone NONE SmokeBuildingMediumRubble
  4079.     End
  4080.  
  4081.     ModelConditionState  = POST_COLLAPSE
  4082.       Model         = None
  4083.       ParticleSysBone NONE SmokeBuildingMediumRubble
  4084.     End
  4085.     
  4086.  
  4087.         End
  4088.  
  4089.  
  4090.     ; *** AUDIO Parameters ***
  4091.  
  4092.     SoundOnDamaged                = BuildingLightDamageStone
  4093.     SoundOnReallyDamaged        = BuildingHeavyDamageStone
  4094.  
  4095.  
  4096.     ; ***DESIGN parameters ***
  4097.  
  4098.         DisplayName      = OBJECT:Prop
  4099.         EditorSorting   = STRUCTURE
  4100.  
  4101.         ArmorSet
  4102.             Conditions        = None
  4103.             Armor             = NoArmor
  4104.             DamageFX          = None
  4105.         End
  4106.  
  4107. ; *** ENGINEERING Parameters ***  
  4108.         KindOf                = STRUCTURE IMMOBILE IGNORED_IN_GUI
  4109.         RadarPriority = STRUCTURE
  4110.         Body                  = ActiveBody ModuleTag_03
  4111.             MaxHealth                = 2000.0
  4112.             MaxHealthDamaged          = 1500.0
  4113.             MaxHealthReallyDamaged     = 1000.0
  4114.         End
  4115.  
  4116.         ; Note that structures with "RUBBLE" states should not use DestroyDie; such buildings are 
  4117.         ; never truly destroyed, even when reduced to zero health. Also note that garrisonable
  4118.         ; buildings automatically stick around because GarrisonContain has it's own DieModule
  4119.         Behavior = SlowDeathBehavior ModuleTag_SlowDeathWithoutRubble
  4120.       DestructionDelay  = 2500
  4121.         End
  4122.  
  4123.   Behavior                  = StructureCollapseUpdate ModuleTag_04
  4124.     MinCollapseDelay        = 000
  4125.     MaxCollapseDelay        = 000
  4126.     CollapseDamping         = .5
  4127.     MaxShudder              = 0.6
  4128.     MinBurstDelay           = 250
  4129.     MaxBurstDelay           = 800
  4130.     BigBurstFrequency       = 4
  4131.     FXList                  = INITIAL   FX_StructureMediumCollapse
  4132.     OCL                        = INITIAL    OCL_StructureRubblePileLarge ; creates a rising pile of debris halfway-done
  4133.  
  4134.   End
  4135.  
  4136.   
  4137.   
  4138.           Geometry              = BOX
  4139.         GeometryMajorRadius   = 176
  4140.         GeometryMinorRadius   = 95
  4141.         GeometryHeight        = 65
  4142.         GeometryIsSmall       = No
  4143.         GeometryOffset        = X:143 Y:59 Z:0
  4144.         
  4145.         AdditionalGeometry    = BOX
  4146.         GeometryMajorRadius   = 103
  4147.         GeometryMinorRadius   = 83
  4148.         GeometryHeight        = 98
  4149.         GeometryIsSmall       = No
  4150.         GeometryOffset        = X:144 Y:75 Z:62
  4151.         
  4152.  
  4153.         Shadow                = SHADOW_VOLUME
  4154.     End
  4155.  
  4156.  
  4157. ;------------------------------------------------------------
  4158.  
  4159. Object BlueMtnBanner
  4160.  
  4161.   ; *** ART Parameters ***
  4162.   Draw = W3DScriptedModelDraw ModuleTag_01
  4163.     DefaultModelConditionState
  4164.       Model = BB_banner
  4165.     End
  4166.   End
  4167.  
  4168.   ; ***DESIGN parameters ***
  4169.   DisplayName      = OBJECT:Prop
  4170.   EditorSorting   = STRUCTURE
  4171.  
  4172.     ; *** AUDIO Parameters ***
  4173.  
  4174.     SoundOnDamaged            = BuildingLightDamageStone
  4175.     SoundOnReallyDamaged    = BuildingHeavyDamageStone
  4176.  
  4177.   ; *** ENGINEERING Parameters ***  
  4178.   KindOf          = IMMOBILE UNATTACKABLE NOT_AUTOACQUIRABLE OPTIMIZED_PROP IGNORED_IN_GUI
  4179.   Shadow          = SHADOW_VOLUME
  4180.   Body            = ActiveBody ModuleTag_03
  4181.     MaxHealth       = 99999.0
  4182.   End
  4183.  
  4184.   Geometry = BOX
  4185.   GeometryMajorRadius = 2
  4186.   GeometryMinorRadius = 1
  4187.   GeometryHeight = 1
  4188.   GeometryIsSmall = Yes
  4189. End
  4190.  
  4191. ;------------------------------------------------------------
  4192.  
  4193. Object BlueMtnBridge
  4194.  
  4195.   ; *** ART Parameters ***
  4196.   Draw = W3DScriptedModelDraw ModuleTag_01
  4197.     DefaultModelConditionState
  4198.       Model = BB_bridge
  4199.     End
  4200.   End
  4201.  
  4202.   ; ***DESIGN parameters ***
  4203.   DisplayName      = OBJECT:Prop
  4204.   EditorSorting   = STRUCTURE
  4205.  
  4206.   ; *** ENGINEERING Parameters ***  
  4207.   KindOf          = IMMOBILE UNATTACKABLE NOT_AUTOACQUIRABLE OPTIMIZED_PROP IGNORED_IN_GUI
  4208.   Shadow          = SHADOW_VOLUME
  4209.   Body            = ActiveBody ModuleTag_03
  4210.     MaxHealth       = 99999.0
  4211.   End
  4212.  
  4213.   Geometry = BOX
  4214.   GeometryMajorRadius = 2
  4215.   GeometryMinorRadius = 1
  4216.   GeometryHeight = 100
  4217.   GeometryIsSmall = Yes
  4218. End
  4219.  
  4220. ;------------------------------------------------------------
  4221.  
  4222. Object BlueMtnWheel
  4223.  
  4224.   ; *** ART Parameters ***
  4225.   Draw = W3DScriptedModelDraw ModuleTag_01
  4226.     DefaultModelConditionState
  4227.       Model = BB_wheel
  4228.     End
  4229.   End
  4230.  
  4231.   ; ***DESIGN parameters ***
  4232.   DisplayName      = OBJECT:Prop
  4233.   EditorSorting   = STRUCTURE
  4234.  
  4235.     ; *** AUDIO Parameters ***
  4236.  
  4237.     SoundOnDamaged            = BuildingLightDamageStone
  4238.     SoundOnReallyDamaged    = BuildingHeavyDamageStone
  4239.  
  4240.   ; *** ENGINEERING Parameters ***  
  4241.   KindOf          = IMMOBILE UNATTACKABLE NOT_AUTOACQUIRABLE OPTIMIZED_PROP IGNORED_IN_GUI
  4242.   Shadow          = SHADOW_VOLUME
  4243.   Body            = ActiveBody ModuleTag_03
  4244.     MaxHealth       = 99999.0
  4245.   End
  4246.  
  4247.   Geometry = BOX
  4248.   GeometryMajorRadius = 2.4
  4249.   GeometryMinorRadius = 2.1
  4250.   GeometryHeight = 4.8
  4251.   GeometryIsSmall = Yes
  4252. End
  4253.  
  4254. ;------------------------------------------------------------
  4255.  
  4256. Object BlueMtnWheel2
  4257.  
  4258.   ; *** ART Parameters ***
  4259.   Draw = W3DScriptedModelDraw ModuleTag_01
  4260.     DefaultModelConditionState
  4261.       Model = BB_wheel2_SKN
  4262.     End
  4263.         IdleAnimationState
  4264.         StateName                    =   STATE_Idle
  4265.             Animation = IdleA
  4266.                 AnimationName        =    BB_wheel2_SKL.BB_wheel2_IDLA
  4267.                 AnimationMode        =    ONCE 
  4268.                 AnimationPriority    =    10
  4269.             End
  4270.             Flags                    = RESTART_ANIM_WHEN_COMPLETE 
  4271.  
  4272.             ;BeginScript
  4273.             ;    Prev = CurDrawablePrevAnimationState()
  4274.             ;    if Prev == "BeingConstructed" then 
  4275.                     ; Don't play completed sound when canceling build-in-progress or when
  4276.                     ; destroyed halfway
  4277.             ;        if not CurDrawableModelcondition( "DYING" ) then 
  4278.             ;            CurDrawablePlaySound("CampSoldierCompleteGeneric")
  4279.             ;        end
  4280.             ;    end
  4281.             ;EndScript
  4282.         End
  4283.  
  4284.  
  4285.  
  4286.  
  4287.   End
  4288.  
  4289.  
  4290.   ; ***DESIGN parameters ***
  4291.   DisplayName      = OBJECT:Prop
  4292.   EditorSorting   = STRUCTURE
  4293.  
  4294.     ; *** AUDIO Parameters ***
  4295.  
  4296.     SoundOnDamaged            = BuildingLightDamageStone
  4297.     SoundOnReallyDamaged    = BuildingHeavyDamageStone
  4298.  
  4299.  
  4300.   ; *** ENGINEERING Parameters ***  
  4301.   KindOf          = IMMOBILE UNATTACKABLE NOT_AUTOACQUIRABLE OPTIMIZED_PROP IGNORED_IN_GUI
  4302.   Shadow          = SHADOW_VOLUME
  4303.   Body            = ActiveBody ModuleTag_03
  4304.     MaxHealth       = 99999.0
  4305.   End
  4306.  
  4307.   Geometry = BOX
  4308.   GeometryMajorRadius = 2.4
  4309.   GeometryMinorRadius = 2.1
  4310.   GeometryHeight = 4.8
  4311.   GeometryIsSmall = Yes
  4312. End
  4313.  
  4314. ;------------------------------------------------------------
  4315.  
  4316. Object BlueMtnLadder
  4317.  
  4318.   ; *** ART Parameters ***
  4319.   Draw = W3DScriptedModelDraw ModuleTag_01
  4320.     DefaultModelConditionState
  4321.       Model = BB_ladder
  4322.     End
  4323.   End
  4324.  
  4325.   ; ***DESIGN parameters ***
  4326.   DisplayName      = OBJECT:Prop
  4327.   EditorSorting   = STRUCTURE
  4328.  
  4329.     ; *** AUDIO Parameters ***
  4330.  
  4331.     SoundOnDamaged            = BuildingLightDamageStone
  4332.     SoundOnReallyDamaged    = BuildingHeavyDamageStone
  4333.  
  4334.   ; *** ENGINEERING Parameters ***  
  4335.   KindOf          = IMMOBILE UNATTACKABLE NOT_AUTOACQUIRABLE OPTIMIZED_PROP IGNORED_IN_GUI
  4336.   Shadow          = SHADOW_VOLUME
  4337.   Body            = ActiveBody ModuleTag_03
  4338.     MaxHealth       = 99999.0
  4339.   End
  4340.  
  4341.   Geometry = BOX
  4342.   GeometryMajorRadius = 2.4
  4343.   GeometryMinorRadius = 2.1
  4344.   GeometryHeight = 4.8
  4345.   GeometryIsSmall = Yes
  4346. End
  4347.  
  4348. ;------------------------------------------------------------
  4349.  
  4350. Object BlueMtnStep
  4351.  
  4352.   ; *** ART Parameters ***
  4353.   Draw = W3DScriptedModelDraw ModuleTag_01
  4354.     DefaultModelConditionState
  4355.       Model = BB_step
  4356.     End
  4357.   End
  4358.  
  4359.   ; ***DESIGN parameters ***
  4360.   DisplayName      = OBJECT:Prop
  4361.   EditorSorting   = STRUCTURE
  4362.  
  4363.     ; *** AUDIO Parameters ***
  4364.  
  4365.     SoundOnDamaged            = BuildingLightDamageStone
  4366.     SoundOnReallyDamaged    = BuildingHeavyDamageStone
  4367.  
  4368.   ; *** ENGINEERING Parameters ***  
  4369.   KindOf          = IMMOBILE UNATTACKABLE NOT_AUTOACQUIRABLE IGNORED_IN_GUI
  4370.   Shadow          = SHADOW_VOLUME
  4371.   Body            = ActiveBody ModuleTag_03
  4372.     MaxHealth       = 99999.0
  4373.   End
  4374.  
  4375.   Geometry = BOX
  4376.   GeometryMajorRadius = 2.4
  4377.   GeometryMinorRadius = 2.4
  4378.   GeometryHeight = 4.8
  4379.   GeometryIsSmall = Yes
  4380. End
  4381.  
  4382. ;------------------------------------------------------------
  4383.  
  4384. Object BlueMtnEdgeBridge
  4385.  
  4386.   ; *** ART Parameters ***
  4387.   Draw = W3DScriptedModelDraw ModuleTag_01
  4388.     DefaultModelConditionState
  4389.       Model = BB_edgebridge
  4390.     End
  4391.   End
  4392.  
  4393.   ; ***DESIGN parameters ***
  4394.   DisplayName      = OBJECT:Prop
  4395.   EditorSorting   = STRUCTURE
  4396.  
  4397.   ; *** ENGINEERING Parameters ***  
  4398.   KindOf          = IMMOBILE UNATTACKABLE NOT_AUTOACQUIRABLE IGNORED_IN_GUI
  4399.   Shadow          = SHADOW_VOLUME
  4400.   Body            = ActiveBody ModuleTag_03
  4401.     MaxHealth       = 99999.0
  4402.   End
  4403.  
  4404.   Geometry = BOX
  4405.   GeometryMajorRadius = 2.4
  4406.   GeometryMinorRadius = 2.2
  4407.   GeometryHeight = 4.8
  4408.   GeometryIsSmall = Yes
  4409. End
  4410.  
  4411. ;------------------------------------------------------------
  4412.  
  4413. Object BlueMtnPropTrack
  4414.  
  4415.   ; *** ART Parameters ***
  4416.   Draw = W3DScriptedModelDraw ModuleTag_01
  4417.     DefaultModelConditionState
  4418.       Model = BB_proptrack
  4419.     End
  4420.   End
  4421.  
  4422.   ; ***DESIGN parameters ***
  4423.   DisplayName      = OBJECT:prop
  4424.   EditorSorting   = STRUCTURE
  4425.  
  4426.     ; *** AUDIO Parameters ***
  4427.  
  4428.     SoundOnDamaged            = BuildingLightDamageStone
  4429.     SoundOnReallyDamaged    = BuildingHeavyDamageStone
  4430.  
  4431.   ; *** ENGINEERING Parameters ***  
  4432.   KindOf          = IMMOBILE UNATTACKABLE NOT_AUTOACQUIRABLE IGNORED_IN_GUI
  4433.   Shadow          = SHADOW_VOLUME
  4434.   Body            = ActiveBody ModuleTag_03
  4435.     MaxHealth       = 99999.0
  4436.   End
  4437.  
  4438.   Geometry = BOX
  4439.   GeometryMajorRadius = 2.4
  4440.   GeometryMinorRadius = 2.2
  4441.   GeometryHeight = 4.8
  4442.   GeometryIsSmall = Yes
  4443. End
  4444.  
  4445. ;------------------------------------------------------------
  4446. Object BlueMtnMountain
  4447.     ; *** ART Parameters ***
  4448.     Draw = W3DScriptedModelDraw ModuleTag_01
  4449.       DefaultModelConditionState
  4450.         Model = BB_mountain
  4451.       End
  4452.     
  4453.     AlphaCameraFadeOuterRadius = 600
  4454.     AlphaCameraFadeInnerRadius = 250
  4455.     AlphaCameraAtInnerRadius = 0%
  4456.     End
  4457.  
  4458.     ; ***DESIGN parameters ***
  4459.     DisplayName      = OBJECT:Prop
  4460.     EditorSorting   = STRUCTURE
  4461.     Side = Civilian
  4462.  
  4463.     ; *** ENGINEERING Parameters ***  
  4464.     KindOf                = IMMOBILE UNATTACKABLE INERT IGNORED_IN_GUI    ; note: INERT is important otherwise things will collide...
  4465.     
  4466.     Geometry                        = BOX
  4467.     GeometryMajorRadius                = 400.0
  4468.     GeometryMinorRadius                = 50.0
  4469.     GeometryHeight                    = 400.0
  4470.     GeometryIsSmall                    = No
  4471. End
  4472.  
  4473. ;------------------------------------------------------------
  4474. Object BlueMtnMountainLarge
  4475.     ; *** ART Parameters ***
  4476.     Draw = W3DScriptedModelDraw ModuleTag_01
  4477.       DefaultModelConditionState
  4478.         Model = BB_mountainl
  4479.       End
  4480.     
  4481.     AlphaCameraFadeOuterRadius = 600
  4482.     AlphaCameraFadeInnerRadius = 250
  4483.     AlphaCameraAtInnerRadius = 0%
  4484.     End
  4485.  
  4486.     ; ***DESIGN parameters ***
  4487.     DisplayName      = OBJECT:Prop
  4488.     EditorSorting   = STRUCTURE
  4489.     Side = Civilian
  4490.  
  4491.     ; *** AUDIO Parameters ***
  4492.  
  4493.     SoundOnDamaged            = BuildingLightDamageStone
  4494.     SoundOnReallyDamaged    = BuildingHeavyDamageStone
  4495.  
  4496.     ; *** ENGINEERING Parameters ***  
  4497.     KindOf                = IMMOBILE UNATTACKABLE INERT IGNORED_IN_GUI    ; note: INERT is important otherwise things will collide...
  4498.     
  4499.     Geometry                        = BOX
  4500.     GeometryMajorRadius                = 100.0
  4501.     GeometryMinorRadius                = 50.0
  4502.     GeometryHeight                    = 400.0
  4503.     GeometryIsSmall                    = No
  4504. End
  4505.  
  4506.  
  4507. ;------------------------------------------------------------
  4508. Object BlueMtnMountainOpen
  4509.     ; *** ART Parameters ***
  4510.     Draw = W3DScriptedModelDraw ModuleTag_01
  4511.       DefaultModelConditionState
  4512.         Model = BB_mountaino
  4513.       End
  4514.     
  4515.     AlphaCameraFadeOuterRadius = 600
  4516.     AlphaCameraFadeInnerRadius = 250
  4517.     AlphaCameraAtInnerRadius = 0%
  4518.     End
  4519.  
  4520.     ; ***DESIGN parameters ***
  4521.     DisplayName      = OBJECT:Prop
  4522.     EditorSorting   = STRUCTURE
  4523.     Side = Civilian
  4524.  
  4525.     ; *** AUDIO Parameters ***
  4526.  
  4527.     SoundOnDamaged            = BuildingLightDamageStone
  4528.     SoundOnReallyDamaged    = BuildingHeavyDamageStone
  4529.  
  4530.     ; *** ENGINEERING Parameters ***  
  4531.     KindOf                = IMMOBILE UNATTACKABLE INERT IGNORED_IN_GUI    ; note: INERT is important otherwise things will collide...
  4532.     
  4533.     Geometry                        = BOX
  4534.     GeometryMajorRadius                = 100.0
  4535.     GeometryMinorRadius                = 50.0
  4536.     GeometryHeight                    = 400.0
  4537.     GeometryIsSmall                    = No
  4538. End
  4539.  
  4540. ;------------------------------------------------------------
  4541.  
  4542. Object BlueMtnGateDoors
  4543.  
  4544.   ; *** ART Parameters ***
  4545.   Draw = W3DScriptedModelDraw ModuleTag_01
  4546.     DefaultModelConditionState
  4547.       Model = BB_doors
  4548.     End
  4549.   End
  4550.  
  4551.   ; ***DESIGN parameters ***
  4552.   DisplayName      = OBJECT:BlueMountainGate
  4553.   EditorSorting   = STRUCTURE
  4554.  
  4555.     ; *** AUDIO Parameters ***
  4556.  
  4557.     SoundOnDamaged            = BuildingLightDamageStone
  4558.     SoundOnReallyDamaged    = BuildingHeavyDamageStone
  4559.  
  4560.   ; *** ENGINEERING Parameters ***  
  4561.   KindOf          = IMMOBILE UNATTACKABLE NOT_AUTOACQUIRABLE
  4562.   Shadow          = SHADOW_VOLUME
  4563.   Body            = ActiveBody ModuleTag_03
  4564.     MaxHealth       = 99999.0
  4565.   End
  4566.  
  4567.   Geometry = BOX
  4568.   GeometryMajorRadius = 2.4
  4569.   GeometryMinorRadius = 2.4
  4570.   GeometryHeight = 4.8
  4571.   GeometryIsSmall = Yes
  4572. End
  4573.  
  4574. ;------------------------------------------------------------
  4575.  
  4576. Object BlueMtnGodRay
  4577.  
  4578.   ; *** ART Parameters ***
  4579.   Draw = W3DScriptedModelDraw ModuleTag_01
  4580.     DefaultModelConditionState
  4581.       Model = EXlgtshaftbig
  4582.     End
  4583.   End
  4584.  
  4585.   ; ***DESIGN parameters ***
  4586.   DisplayName      = OBJECT:bmgodray
  4587.   EditorSorting   = STRUCTURE
  4588.  
  4589.   ; *** ENGINEERING Parameters ***  
  4590.   KindOf          = IMMOBILE UNATTACKABLE NOT_AUTOACQUIRABLE
  4591.   Shadow          = SHADOW_VOLUME
  4592.   Body            = ActiveBody ModuleTag_03
  4593.     MaxHealth       = 99999.0
  4594.   End
  4595.  
  4596.   Geometry = BOX
  4597.   GeometryMajorRadius = 2
  4598.   GeometryMinorRadius = 1
  4599.   GeometryHeight = 1
  4600.   GeometryIsSmall = Yes
  4601. End
  4602.  
  4603. ;------------------------------------------------------------
  4604.  
  4605. Object BlueMtnRubble
  4606.  
  4607.   ; *** ART Parameters ***
  4608.   Draw = W3DScriptedModelDraw ModuleTag_01
  4609.     DefaultModelConditionState
  4610.       Model = BB_rubble
  4611.     End
  4612.   End
  4613.  
  4614.   ; ***DESIGN parameters ***
  4615.   DisplayName      = OBJECT:Prop
  4616.   EditorSorting   = STRUCTURE
  4617.  
  4618.   ; *** ENGINEERING Parameters ***  
  4619.   KindOf          = IMMOBILE UNATTACKABLE NOT_AUTOACQUIRABLE OPTIMIZED_PROP IGNORED_IN_GUI
  4620.   Shadow          = SHADOW_VOLUME
  4621.   Body            = ActiveBody ModuleTag_03
  4622.     MaxHealth       = 99999.0
  4623.   End
  4624.  
  4625.   Geometry = BOX
  4626.   GeometryMajorRadius = 2
  4627.   GeometryMinorRadius = 1
  4628.   GeometryHeight = 1
  4629.   GeometryIsSmall = Yes
  4630. End
  4631.  
  4632. ;------------------------------------------------------------
  4633.  
  4634. Object BlueMtnRubble2
  4635.  
  4636.   ; *** ART Parameters ***
  4637.   Draw = W3DScriptedModelDraw ModuleTag_01
  4638.     DefaultModelConditionState
  4639.       Model = BB_rubble2
  4640.     End
  4641.   End
  4642.  
  4643.   ; ***DESIGN parameters ***
  4644.   DisplayName      = OBJECT:Prop
  4645.   EditorSorting   = STRUCTURE
  4646.  
  4647.   ; *** ENGINEERING Parameters ***  
  4648.   KindOf          = IMMOBILE UNATTACKABLE NOT_AUTOACQUIRABLE OPTIMIZED_PROP IGNORED_IN_GUI
  4649.   Shadow          = SHADOW_VOLUME
  4650.   Body            = ActiveBody ModuleTag_03
  4651.     MaxHealth       = 99999.0
  4652.   End
  4653.  
  4654.   Geometry = BOX
  4655.   GeometryMajorRadius = 2
  4656.   GeometryMinorRadius = 1
  4657.   GeometryHeight = 1
  4658.   GeometryIsSmall = Yes
  4659. End
  4660.  
  4661.  
  4662.  
  4663. ;------------------------------------------------------------
  4664. Object BlueMtnSecret
  4665.  
  4666.  
  4667.     ; *** ART Parameters ***
  4668.     Draw = W3DScriptedModelDraw ModuleTag_01
  4669.         OkToChangeModelColor = Yes
  4670.         
  4671.         ;StaticModelLODMode = yes
  4672.             
  4673.     DefaultModelConditionState
  4674.             Model = BB_Secret
  4675.     End
  4676.         
  4677.         
  4678.         ; ---------- destruction states
  4679.     
  4680.      ModelConditionState  = DAMAGED
  4681.       Model         = BB_Secret
  4682.       ParticleSysBone DUSTBONE01 FireBuildingSmall
  4683.       ParticleSysBone DUSTBONE02 FireBuildingSmall
  4684.       ParticleSysBone DUSTBONE03 FireBuildingSmall
  4685.       ParticleSysBone FireMedium01 FireBuildingMedium
  4686.       ParticleSysBone FireMedium02 FireBuildingMedium
  4687.       ParticleSysBone FireLarge01 FireBuildingLarge
  4688.       ParticleSysBone SmokeLarge01 SmokeBuildingLarge
  4689.     
  4690.     End
  4691.  
  4692.     ModelConditionState  = REALLYDAMAGED
  4693.       Model         = BB_Secret
  4694.       ParticleSysBone DUSTBONE01 FireBuildingSmall
  4695.       ParticleSysBone DUSTBONE02 FireBuildingSmall
  4696.       ParticleSysBone DUSTBONE03 FireBuildingSmall
  4697.       ParticleSysBone FireMedium01 FireBuildingMedium
  4698.       ParticleSysBone FireMedium02 FireBuildingMedium
  4699.       ParticleSysBone FireLarge01 FireBuildingLarge
  4700.     
  4701.     End
  4702.     
  4703.     ModelConditionState  = RUBBLE
  4704.       Model         = BB_Secret_D3  
  4705.       ParticleSysBone SmokeLarge01 SmokeBuildingLarge
  4706.     End
  4707.     
  4708.     AnimationState = RUBBLE
  4709.       Animation                =    RubbleAnimation
  4710.             AnimationName        =    BB_Secret_D3.BB_Secret_D3
  4711.             AnimationMode        =    ONCE
  4712.         End
  4713.     End
  4714.  
  4715.     ModelConditionState  = POST_RUBBLE
  4716.       Model         = None
  4717.       ParticleSysBone NONE SmokeBuildingMediumRubble
  4718.     End
  4719.  
  4720.     ModelConditionState  = POST_COLLAPSE
  4721.       Model         = None
  4722.       ParticleSysBone NONE SmokeBuildingMediumRubble
  4723.     End
  4724.     
  4725.  
  4726.     End
  4727.  
  4728.  
  4729.     ; *** AUDIO Parameters ***
  4730.  
  4731.     SoundOnDamaged            = BuildingLightDamageStone
  4732.     SoundOnReallyDamaged        = BuildingHeavyDamageStone
  4733.  
  4734.  
  4735.     ; ***DESIGN parameters ***
  4736.  
  4737.         DisplayName      = OBJECT:Prop
  4738.         EditorSorting   = STRUCTURE
  4739.  
  4740.         ArmorSet
  4741.             Conditions        = None
  4742.             Armor             = NoArmor
  4743.             DamageFX          = None
  4744.         End
  4745.  
  4746. ; *** ENGINEERING Parameters ***  
  4747.         KindOf                = STRUCTURE IMMOBILE SELECTABLE IGNORED_IN_GUI
  4748.         RadarPriority = STRUCTURE
  4749.         Body                  = ActiveBody ModuleTag_03
  4750.             MaxHealth                = 2000.0
  4751.             MaxHealthDamaged          = 1500.0
  4752.             MaxHealthReallyDamaged     = 1000.0
  4753.         End
  4754.  
  4755.         ; Note that structures with "RUBBLE" states should not use DestroyDie; such buildings are 
  4756.         ; never truly destroyed, even when reduced to zero health. Also note that garrisonable
  4757.         ; buildings automatically stick around because GarrisonContain has it's own DieModule        
  4758.         Behavior = SlowDeathBehavior ModuleTag_SlowDeathWithoutRubble
  4759.             DestructionDelay  = 2500
  4760.         End
  4761.  
  4762.         Behavior                  = StructureCollapseUpdate ModuleTag_08
  4763.             MinCollapseDelay        = 000
  4764.             MaxCollapseDelay        = 000
  4765.             CollapseDamping         = .5
  4766.             MaxShudder              = 0.6
  4767.             MinBurstDelay           = 250
  4768.             MaxBurstDelay           = 800
  4769.             BigBurstFrequency       = 4
  4770.             FXList                  = INITIAL   FX_StructureMediumCollapse
  4771.             FXList                  = ALMOST_FINAL  FX_StructureAlmostCollapse
  4772.             DestroyObjectWhenDone    = Yes
  4773.             CollapseHeight            = 155
  4774.         End
  4775.  
  4776.           Geometry              = BOX
  4777.         GeometryMajorRadius   = 160
  4778.         GeometryMinorRadius   = 70
  4779.         GeometryHeight        = 202
  4780.         GeometryIsSmall       = No
  4781.         GeometryOffset          = X:13 Y:-6.5 Z:0
  4782.  
  4783.  
  4784.         Shadow                = SHADOW_VOLUME
  4785.     End
  4786.  
  4787. ;-------------------
  4788.  
  4789. Object BlueMountainsGateDoors
  4790.  
  4791.     SelectPortrait  =  BPCEreborGate
  4792.  
  4793.   ; *** ART Parameters ***
  4794.  
  4795.   Draw = W3DScriptedModelDraw ModuleTag_Draw
  4796.     OkToChangeModelColor  = Yes
  4797.     UseStandardModelNames = Yes
  4798.  
  4799.     DefaultModelConditionState  
  4800.       Model = EB_doors
  4801.     End
  4802.  
  4803.     ModelConditionState  = DAMAGED
  4804.       Model = EB_doors_D1
  4805.     End
  4806.  
  4807.     ModelConditionState  = REALLYDAMAGED
  4808.       Model = EB_doors_D1
  4809.     End    
  4810.     
  4811.     ModelConditionState  = COLLAPSING DOOR_1_OPENING
  4812.         Model         = EB_doors_D4
  4813.     End
  4814.     
  4815.     AnimationState = COLLAPSING DOOR_1_OPENING
  4816.           Animation                =    RubbleAnimation
  4817.             AnimationName        =    EB_doors_D4.EB_doors_D4
  4818.             AnimationMode        =    ONCE
  4819.           End
  4820.     End
  4821.  
  4822.     ModelConditionState  = COLLAPSING 
  4823.         Model         = EB_doors_D3
  4824.     End
  4825.     
  4826.     AnimationState = COLLAPSING 
  4827.           Animation                =    RubbleAnimation
  4828.             AnimationName        =    EB_doors_D3.EB_doors_D3
  4829.             AnimationMode        =    ONCE
  4830.           End
  4831.         EnteringStateFX    = FX_BuildingSinkSound
  4832.     End
  4833.     
  4834.     AnimationState = DOOR_1_OPENING
  4835.         StateName = STATE_Open   
  4836.         Animation = Open 
  4837.             AnimationName    =    EB_doors_SKL.EB_doors_OPN
  4838.             AnimationMode    =    ONCE 
  4839.             AnimationBlendTime = 0
  4840.         End
  4841.         Flags = START_FRAME_LAST
  4842.         BeginScript
  4843.             Prev = CurDrawablePrevAnimationState()
  4844.             if Prev == "STATE_Closed" then CurDrawableSetTransitionAnimState("TRANS_Closed_To_Open") end
  4845.         EndScript
  4846.     End
  4847.     TransitionState = TRANS_Closed_To_Open
  4848.         Animation = Open 
  4849.             AnimationName    =    EB_doors_SKL.EB_doors_OPN
  4850.             AnimationMode    =    ONCE 
  4851.         End
  4852.     End
  4853.       
  4854.     AnimationState = DOOR_1_CLOSING 
  4855.         StateName = STATE_Closed 
  4856.         Animation = Close 
  4857.             AnimationName    =    EB_doors_SKL.EB_doors_OPN
  4858.             AnimationMode    =    ONCE_BACKWARDS 
  4859.             AnimationBlendTime = 0
  4860.         End
  4861.         Flags = START_FRAME_FIRST
  4862.         BeginScript
  4863.             
  4864.             Prev = CurDrawablePrevAnimationState()
  4865.             if Prev == "STATE_Open" then CurDrawableSetTransitionAnimState("TRANS_Open_To_Closed") end
  4866.         EndScript
  4867.     End
  4868.     TransitionState = TRANS_Open_To_Closed
  4869.         Animation = Open 
  4870.             AnimationName    =    EB_doors_SKL.EB_doors_OPN
  4871.             AnimationMode    =    ONCE_BACKWARDS 
  4872.         End
  4873.         Flags = START_FRAME_LAST
  4874.     End
  4875.  
  4876.     ModelConditionState  = RUBBLE
  4877.         Model         = None  
  4878.     End  
  4879.     AnimationState = RUBBLE
  4880.     End
  4881.         
  4882.     ModelConditionState  = POST_RUBBLE
  4883.         Model         = NONE
  4884.         ParticleSysBone NONE SmokeBuildingMediumRubble
  4885.     End
  4886.  
  4887.     ModelConditionState  = POST_COLLAPSE
  4888.         Model         = None
  4889.         ParticleSysBone NONE SmokeBuildingMediumRubble
  4890.     End
  4891.  
  4892.   End
  4893.  
  4894.  
  4895.   ; *** AUDIO Parameters ***
  4896.  
  4897.     VoiceSelect                = GateSelect
  4898.  
  4899.     SoundOnDamaged            = BuildingLightDamageStone
  4900.     SoundOnReallyDamaged    = BuildingHeavyDamageStone
  4901.  
  4902.  
  4903.   ; ***DESIGN parameters ***
  4904.  
  4905.   DisplayName      = OBJECT:EreaborMainDoor
  4906.   EditorSorting   = STRUCTURE
  4907.   ThreatLevel = 1.0
  4908.  
  4909.   VisionRange         = 400.0          ; Shroud clearing distance
  4910.  
  4911.   ArmorSet
  4912.     Conditions        = None
  4913.     Armor             = BlueMountainGateArmor
  4914.     DamageFX          = GateDamageFX
  4915.   End
  4916.  
  4917.     CommandSet = CastleGateCommandSet
  4918.  
  4919.  
  4920.     ; *** ENGINEERING Parameters ***  
  4921.     KindOf                = STRUCTURE IMMOBILE SELECTABLE
  4922.     Body                  = ActiveBody ModuleTag_02
  4923.         MaxHealth       = 1000.0
  4924.     End
  4925.  
  4926.   ; Note that structures with "RUBBLE" states should not use DestroyDie; such buildings are 
  4927.   ; never truly destroyed, even when reduced to zero health. Also note that garrisonable
  4928.   ; buildings automatically stick around because GarrisonContain has it's own DieModule
  4929.   Behavior = KeepObjectDie ModuleTag_IWantRubble
  4930.         CollapsingTime = 10000
  4931.   End
  4932.  
  4933.     ClientBehavior = AnimationSoundClientBehavior ModuleTag_AnimAudioBehavior
  4934.         MaxUpdateRangeCap = 800
  4935.         AnimationSound = Sound: MinisTirithGateDie Animation:GBMgatedoorSKL.GBMgatedoorA3 Frames: 1 
  4936.     End
  4937.  
  4938. ;    Behavior = TransitionDamageFX ModleTag_hideBustedDoors
  4939. ;        PristineShowSubObject        EBGATEDOORL EBGATEDOORR
  4940. ;        PristineHideSubObject        EBGATEDOORR_D1 EBGATEDOORL_D1
  4941. ;
  4942. ;        DamagedShowSubObject        EBGATEDOORR_D1 EBGATEDOORL_D1
  4943. ;        DamagedHideSubObject        EBGATEDOORR EBGATEDOORL
  4944. ;
  4945. ;        ReallyDamagedShowSubObject    EBGATEDOORR_D1 EBGATEDOORR_D1
  4946. ;        ReallyDamagedHideSubObject  EBGATEDOORR EBGATEDOORL
  4947. ;
  4948. ;        DamagedFXList1 = Loc: X:0 Y:0 Z:0            FXList:FX_BasicSevereScreenShake
  4949. ;        ReallyDamagedFXList1 = Loc: X:0 Y:0 Z:0        FXList:FX_BasicSevereScreenShake
  4950. ;        RubbleFXList1 = Loc: X:0 Y:0 Z:0            FXList:FX_HelmsDeepGateRubble
  4951. ;    End
  4952.  
  4953.     Behavior = GateOpenAndCloseBehavior ModuleTag_GATE
  4954.         ResetTimeInMilliseconds = 5000 ; important! this must be longer than the gates animation, ir it will twitch
  4955.         OpenByDefault = Yes
  4956.         PercentOpenForPathing = 50
  4957.         ;Proxy = IsengardOrthancDoorProxy
  4958.         SoundOpeningGateLoop = GateOpenStart
  4959.         SoundClosingGateLoop = GateCloseStart
  4960.         SoundFinishedOpeningGate = GateOpenEnd
  4961.         SoundFinishedClosingGate = GateCloseEnd
  4962.         TimeBeforePlayingOpenSound = 9500
  4963.         TimeBeforePlayingClosedSound = 9500
  4964.     End
  4965.  
  4966.     
  4967.     Geometry              = BOX
  4968.     GeometryMajorRadius   = 130.0    
  4969.     GeometryMinorRadius   = 7.5        
  4970.     GeometryHeight        = 140        
  4971.     GeometryName          = Closed
  4972.     GeometryIsSmall       = No
  4973.     
  4974.     
  4975.     AdditionalGeometry    = BOX    
  4976.     GeometryMajorRadius   = 7.5    
  4977.     GeometryMinorRadius   = 130    
  4978.     GeometryHeight        = 140
  4979.     GeometryOffset          = X:-115 Y:68 Z:0
  4980.     GeometryName          = OpenLeft
  4981.     
  4982.     AdditionalGeometry    = BOX
  4983.     GeometryMajorRadius   = 7.5    
  4984.     GeometryMinorRadius   = 130    
  4985.     GeometryHeight        = 140    
  4986.     GeometryOffset          = X:115 Y:68 Z:0
  4987.     GeometryName          = OpenRight
  4988.     
  4989.     GeometryContactPoint    =    X:28    Y:-58    Z:0 Ram
  4990.     GeometryContactPoint    =    X:14    Y:-58    Z:56
  4991.     GeometryContactPoint    =    X:0        Y:-58   Z:0
  4992.     GeometryContactPoint    =    X:0        Y:-28   Z:56
  4993.     GeometryContactPoint    =    X:0        Y:0        Z:0 Ram
  4994.     GeometryContactPoint    =    X:0        Y:28    Z:56
  4995.     GeometryContactPoint    =    X:0        Y:58    Z:0
  4996.     GeometryContactPoint    =    X:14    Y:58    Z:56
  4997.     GeometryContactPoint    =    X:28    Y:58    Z:0 Ram
  4998.     
  4999.     Shadow                = SHADOW_VOLUME
  5000. End
  5001.  
  5002. ;------------------------------------------------------------------------------ 
  5003.  
  5004. Object BlueMountainBridge
  5005.  
  5006. ;    SelectPortrait = BPRHelmsDeep
  5007.  
  5008.   ; *** ART Parameters ***
  5009.  
  5010.   Draw = W3DScriptedModelDraw ModuleTag_Draw
  5011.     OkToChangeModelColor  = Yes
  5012.     UseStandardModelNames = Yes
  5013.     StaticModelLODMode = yes ; Will append M or L to the skin name depending on GameLOD 
  5014.     DefaultModelConditionState
  5015.       Model = BMBridge        
  5016.     End
  5017.     
  5018.   End
  5019.  
  5020.   ; ***DESIGN parameters ***
  5021.   DisplayName         = OBJECT:BMBridge
  5022.   Side                = Civilian
  5023.   EditorSorting       = STRUCTURE
  5024.   Browser = REGION Shire STRUCTURE
  5025.   ThreatLevel = 1.0
  5026.  
  5027.   BuildCost           = 500
  5028.   BuildTime           = 15.0           ; in seconds
  5029.   VisionRange         = 160.0          ; Shroud clearing distance
  5030.   ShroudClearingRange = 160
  5031.  
  5032.  
  5033.   ; *** AUDIO Parameters ***
  5034.  
  5035.     SoundOnDamaged        = BuildingLightDamageStone
  5036.     SoundOnReallyDamaged    = BuildingHeavyDamageStone
  5037.  
  5038.  
  5039.     ; *** ENGINEERING Parameters ***
  5040.  
  5041.   RadarPriority       = NOT_ON_RADAR
  5042.     KindOf        = PRELOAD NO_COLLIDE IMMOBILE CHUNK_VENDOR NOT_AUTOACQUIRABLE SELECTABLE CAN_CAST_REFLECTIONS
  5043.  
  5044.     Body                        = ActiveBody ModuleTag_05
  5045.         MaxHealth                = 1000.0
  5046.         MaxHealthDamaged        = 700.0
  5047.         MaxHealthReallyDamaged  = 300.0
  5048.     End
  5049.  
  5050.     ArmorSet
  5051.         Conditions        = None
  5052.         Armor             = HelmsDeepGates
  5053.         DamageFX          = GateDamageFX
  5054.     End
  5055.   
  5056.     Behavior                  = StructureCollapseUpdate ModuleTag_08
  5057.         MinCollapseDelay        = 000
  5058.         MaxCollapseDelay        = 000
  5059.         CollapseDamping         = .5
  5060.         MaxShudder              = 0.6
  5061.         MinBurstDelay           = 250
  5062.         MaxBurstDelay           = 800
  5063.         BigBurstFrequency       = 4
  5064.         FXList                  = INITIAL   FX_StructureMediumCollapse
  5065.         FXList                  = ALMOST_FINAL  FX_StructureAlmostCollapse
  5066.         DestroyObjectWhenDone    = Yes
  5067.         CollapseHeight            = 155
  5068.     End
  5069.   
  5070.     AttackContactPoint = X:-24 Y:-24 Z:92
  5071.  
  5072.     Geometry              = BOX
  5073.     GeometryMajorRadius   = 200
  5074.     GeometryMinorRadius   = 150
  5075.     GeometryHeight        = 50
  5076.     GeometryOffset        = X:0 Y:0 Z:0
  5077.  
  5078.     GeometryIsSmall       = NO
  5079.     Shadow                = SHADOW_VOLUME
  5080.  
  5081. End
  5082.