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data_ini_object_civilian_bluemountains.ini
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2006-01-31
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;------------------------------------------------------------
Object BlueMtnWall01
;SelectPortrait = BuildingNoArt
; *** ART Parameters ***
Draw = W3DScriptedModelDraw ModuleTag_01
OkToChangeModelColor = Yes
StaticModelLODMode = yes
DefaultModelConditionState
Model = BB_wall01
End
; WallBoundsMesh = GBMTWallAPTop
; ---------- destruction states
ModelConditionState = DAMAGED
Model = BB_wall01
ParticleSysBone DUSTBONE01 FireBuildingSmall
ParticleSysBone DUSTBONE02 FireBuildingSmall
ParticleSysBone DUSTBONE03 FireBuildingSmall
ParticleSysBone FireMedium01 FireBuildingMedium
ParticleSysBone FireMedium02 FireBuildingMedium
ParticleSysBone FireLarge01 FireBuildingLarge
ParticleSysBone SmokeLarge01 SmokeBuildingLarge
End
ModelConditionState = REALLYDAMAGED
Model = BB_wall01
ParticleSysBone DUSTBONE01 FireBuildingSmall
ParticleSysBone DUSTBONE02 FireBuildingSmall
ParticleSysBone DUSTBONE03 FireBuildingSmall
ParticleSysBone FireMedium01 FireBuildingMedium
ParticleSysBone FireMedium02 FireBuildingMedium
ParticleSysBone FireLarge01 FireBuildingLarge
End
ModelConditionState = RUBBLE
Model = BB_wall01
ParticleSysBone SmokeLarge01 SmokeBuildingLarge
End
ModelConditionState = POST_RUBBLE
Model = None
ParticleSysBone NONE SmokeBuildingMediumRubble
End
ModelConditionState = POST_COLLAPSE
Model = None
ParticleSysBone NONE SmokeBuildingMediumRubble
End
End
; *** AUDIO Parameters ***
SoundOnDamaged = BuildingLightDamageStone
SoundOnReallyDamaged = BuildingHeavyDamageStone
; ***DESIGN parameters ***
DisplayName = OBJECT:Prop
EditorSorting = STRUCTURE
ArmorSet
Conditions = None
Armor = NoArmor
DamageFX = None
End
; *** ENGINEERING Parameters ***
KindOf = STRUCTURE IMMOBILE IGNORED_IN_GUI
RadarPriority = STRUCTURE
Body = ActiveBody ModuleTag_03
MaxHealth = 2000.0
MaxHealthDamaged = 1500.0
MaxHealthReallyDamaged = 1000.0
End
; Note that structures with "RUBBLE" states should not use DestroyDie; such buildings are
; never truly destroyed, even when reduced to zero health. Also note that garrisonable
; buildings automatically stick around because GarrisonContain has it's own DieModule
Behavior = SlowDeathBehavior ModuleTag_SlowDeathWithoutRubble
DestructionDelay = 2500
End
Behavior = StructureCollapseUpdate ModuleTag_04
MinCollapseDelay = 000
MaxCollapseDelay = 000
CollapseDamping = .5
MaxShudder = 0.6
MinBurstDelay = 250
MaxBurstDelay = 800
BigBurstFrequency = 4
FXList = INITIAL FX_StructureMediumCollapse
OCL = INITIAL OCL_StructureRubblePileLarge ; creates a rising pile of debris halfway-done
End
Geometry = BOX
GeometryMajorRadius = 51
GeometryMinorRadius = 18
GeometryHeight = 105
GeometryIsSmall = No
GeometryOffset = X:0 Y:32 Z:0
Shadow = SHADOW_VOLUME
End
;------------------------------------------------------------
Object BlueMtnWall03
;SelectPortrait = BuildingNoArt
; *** ART Parameters ***
Draw = W3DScriptedModelDraw ModuleTag_01
OkToChangeModelColor = Yes
StaticModelLODMode = yes
DefaultModelConditionState
Model = BB_wall03
End
; WallBoundsMesh = GBMTWallAPTop
; ---------- destruction states
ModelConditionState = DAMAGED
Model = BB_wall03
ParticleSysBone DUSTBONE01 FireBuildingSmall
ParticleSysBone DUSTBONE02 FireBuildingSmall
ParticleSysBone DUSTBONE03 FireBuildingSmall
ParticleSysBone FireMedium01 FireBuildingMedium
ParticleSysBone FireMedium02 FireBuildingMedium
ParticleSysBone FireLarge01 FireBuildingLarge
ParticleSysBone SmokeLarge01 SmokeBuildingLarge
End
ModelConditionState = REALLYDAMAGED
Model = BB_wall03
ParticleSysBone DUSTBONE01 FireBuildingSmall
ParticleSysBone DUSTBONE02 FireBuildingSmall
ParticleSysBone DUSTBONE03 FireBuildingSmall
ParticleSysBone FireMedium01 FireBuildingMedium
ParticleSysBone FireMedium02 FireBuildingMedium
ParticleSysBone FireLarge01 FireBuildingLarge
End
ModelConditionState = RUBBLE
Model = BB_wall03
ParticleSysBone SmokeLarge01 SmokeBuildingLarge
End
ModelConditionState = POST_RUBBLE
Model = None
ParticleSysBone NONE SmokeBuildingMediumRubble
End
ModelConditionState = POST_COLLAPSE
Model = None
ParticleSysBone NONE SmokeBuildingMediumRubble
End
End
; *** AUDIO Parameters ***
SoundOnDamaged = BuildingLightDamageStone
SoundOnReallyDamaged = BuildingHeavyDamageStone
; ***DESIGN parameters ***
DisplayName = OBJECT:Prop
EditorSorting = STRUCTURE
ArmorSet
Conditions = None
Armor = NoArmor
DamageFX = None
End
; *** ENGINEERING Parameters ***
KindOf = STRUCTURE IMMOBILE IGNORED_IN_GUI
RadarPriority = STRUCTURE
Body = ActiveBody ModuleTag_03
MaxHealth = 2000.0
MaxHealthDamaged = 1500.0
MaxHealthReallyDamaged = 1000.0
End
; Note that structures with "RUBBLE" states should not use DestroyDie; such buildings are
; never truly destroyed, even when reduced to zero health. Also note that garrisonable
; buildings automatically stick around because GarrisonContain has it's own DieModule
Behavior = SlowDeathBehavior ModuleTag_SlowDeathWithoutRubble
DestructionDelay = 2500
End
Behavior = StructureCollapseUpdate ModuleTag_04
MinCollapseDelay = 000
MaxCollapseDelay = 000
CollapseDamping = .5
MaxShudder = 0.6
MinBurstDelay = 250
MaxBurstDelay = 800
BigBurstFrequency = 4
FXList = INITIAL FX_StructureMediumCollapse
OCL = INITIAL OCL_StructureRubblePileLarge ; creates a rising pile of debris halfway-done
End
Geometry = BOX
GeometryMajorRadius = 51
GeometryMinorRadius = 18
GeometryHeight = 105
GeometryIsSmall = No
GeometryOffset = X:0 Y:32 Z:0
Shadow = SHADOW_VOLUME
End
;------------------------------------------------------------
Object BlueMtnWallDamage
;SelectPortrait = BuildingNoArt
; *** ART Parameters ***
Draw = W3DScriptedModelDraw ModuleTag_01
OkToChangeModelColor = Yes
StaticModelLODMode = yes
DefaultModelConditionState
Model = BB_walld
End
; WallBoundsMesh = GBMTWallAPTop
; ---------- destruction states
ModelConditionState = DAMAGED
Model = BB_walld
ParticleSysBone DUSTBONE01 FireBuildingSmall
ParticleSysBone DUSTBONE02 FireBuildingSmall
ParticleSysBone DUSTBONE03 FireBuildingSmall
ParticleSysBone FireMedium01 FireBuildingMedium
ParticleSysBone FireMedium02 FireBuildingMedium
ParticleSysBone FireLarge01 FireBuildingLarge
ParticleSysBone SmokeLarge01 SmokeBuildingLarge
End
ModelConditionState = REALLYDAMAGED
Model = BB_walld
ParticleSysBone DUSTBONE01 FireBuildingSmall
ParticleSysBone DUSTBONE02 FireBuildingSmall
ParticleSysBone DUSTBONE03 FireBuildingSmall
ParticleSysBone FireMedium01 FireBuildingMedium
ParticleSysBone FireMedium02 FireBuildingMedium
ParticleSysBone FireLarge01 FireBuildingLarge
End
ModelConditionState = RUBBLE
Model = BB_walld
ParticleSysBone SmokeLarge01 SmokeBuildingLarge
End
ModelConditionState = POST_RUBBLE
Model = None
ParticleSysBone NONE SmokeBuildingMediumRubble
End
ModelConditionState = POST_COLLAPSE
Model = None
ParticleSysBone NONE SmokeBuildingMediumRubble
End
End
; *** AUDIO Parameters ***
SoundOnDamaged = BuildingLightDamageStone
SoundOnReallyDamaged = BuildingHeavyDamageStone
; ***DESIGN parameters ***
DisplayName = OBJECT:Prop
EditorSorting = STRUCTURE
ArmorSet
Conditions = None
Armor = NoArmor
DamageFX = None
End
; *** ENGINEERING Parameters ***
KindOf = STRUCTURE IMMOBILE IGNORED_IN_GUI
RadarPriority = STRUCTURE
Body = ActiveBody ModuleTag_03
MaxHealth = 2000.0
MaxHealthDamaged = 1500.0
MaxHealthReallyDamaged = 1000.0
End
; Note that structures with "RUBBLE" states should not use DestroyDie; such buildings are
; never truly destroyed, even when reduced to zero health. Also note that garrisonable
; buildings automatically stick around because GarrisonContain has it's own DieModule
Behavior = SlowDeathBehavior ModuleTag_SlowDeathWithoutRubble
DestructionDelay = 2500
End
Behavior = StructureCollapseUpdate ModuleTag_04
MinCollapseDelay = 000
MaxCollapseDelay = 000
CollapseDamping = .5
MaxShudder = 0.6
MinBurstDelay = 250
MaxBurstDelay = 800
BigBurstFrequency = 4
FXList = INITIAL FX_StructureMediumCollapse
OCL = INITIAL OCL_StructureRubblePileLarge ; creates a rising pile of debris halfway-done
End
Geometry = BOX
GeometryMajorRadius = 51
GeometryMinorRadius = 18
GeometryHeight = 105
GeometryIsSmall = No
GeometryOffset = X:0 Y:32 Z:0
Shadow = SHADOW_VOLUME
End
;------------------------------------------------------------
Object BlueMtnWallDamage2
;SelectPortrait = BuildingNoArt
; *** ART Parameters ***
Draw = W3DScriptedModelDraw ModuleTag_01
OkToChangeModelColor = Yes
StaticModelLODMode = yes
DefaultModelConditionState
Model = BB_walld2
End
; WallBoundsMesh = GBMTWallAPTop
; ---------- destruction states
ModelConditionState = DAMAGED
Model = BB_walld2
ParticleSysBone DUSTBONE01 FireBuildingSmall
ParticleSysBone DUSTBONE02 FireBuildingSmall
ParticleSysBone DUSTBONE03 FireBuildingSmall
ParticleSysBone FireMedium01 FireBuildingMedium
ParticleSysBone FireMedium02 FireBuildingMedium
ParticleSysBone FireLarge01 FireBuildingLarge
ParticleSysBone SmokeLarge01 SmokeBuildingLarge
End
ModelConditionState = REALLYDAMAGED
Model = BB_walld2
ParticleSysBone DUSTBONE01 FireBuildingSmall
ParticleSysBone DUSTBONE02 FireBuildingSmall
ParticleSysBone DUSTBONE03 FireBuildingSmall
ParticleSysBone FireMedium01 FireBuildingMedium
ParticleSysBone FireMedium02 FireBuildingMedium
ParticleSysBone FireLarge01 FireBuildingLarge
End
ModelConditionState = RUBBLE
Model = BB_walld2
ParticleSysBone SmokeLarge01 SmokeBuildingLarge
End
ModelConditionState = POST_RUBBLE
Model = None
ParticleSysBone NONE SmokeBuildingMediumRubble
End
ModelConditionState = POST_COLLAPSE
Model = None
ParticleSysBone NONE SmokeBuildingMediumRubble
End
End
; *** AUDIO Parameters ***
SoundOnDamaged = BuildingLightDamageStone
SoundOnReallyDamaged = BuildingHeavyDamageStone
; ***DESIGN parameters ***
DisplayName = OBJECT:Prop
EditorSorting = STRUCTURE
ArmorSet
Conditions = None
Armor = NoArmor
DamageFX = None
End
; *** ENGINEERING Parameters ***
KindOf = STRUCTURE IMMOBILE IGNORED_IN_GUI
RadarPriority = STRUCTURE
Body = ActiveBody ModuleTag_03
MaxHealth = 2000.0
MaxHealthDamaged = 1500.0
MaxHealthReallyDamaged = 1000.0
End
; Note that structures with "RUBBLE" states should not use DestroyDie; such buildings are
; never truly destroyed, even when reduced to zero health. Also note that garrisonable
; buildings automatically stick around because GarrisonContain has it's own DieModule
Behavior = SlowDeathBehavior ModuleTag_SlowDeathWithoutRubble
DestructionDelay = 2500
End
Behavior = StructureCollapseUpdate ModuleTag_04
MinCollapseDelay = 000
MaxCollapseDelay = 000
CollapseDamping = .5
MaxShudder = 0.6
MinBurstDelay = 250
MaxBurstDelay = 800
BigBurstFrequency = 4
FXList = INITIAL FX_StructureMediumCollapse
OCL = INITIAL OCL_StructureRubblePileLarge ; creates a rising pile of debris halfway-done
End
Geometry = BOX
GeometryMajorRadius = 51
GeometryMinorRadius = 18
GeometryHeight = 105
GeometryIsSmall = No
GeometryOffset = X:0 Y:32 Z:0
Shadow = SHADOW_VOLUME
End
;------------------------------------------------------------
Object BlueMtnWallDamage3
;SelectPortrait = BuildingNoArt
; *** ART Parameters ***
Draw = W3DScriptedModelDraw ModuleTag_01
OkToChangeModelColor = Yes
StaticModelLODMode = yes
DefaultModelConditionState
Model = BB_walld3
End
; WallBoundsMesh = GBMTWallAPTop
; ---------- destruction states
ModelConditionState = DAMAGED
Model = BB_walld3
ParticleSysBone DUSTBONE01 FireBuildingSmall
ParticleSysBone DUSTBONE02 FireBuildingSmall
ParticleSysBone DUSTBONE03 FireBuildingSmall
ParticleSysBone FireMedium01 FireBuildingMedium
ParticleSysBone FireMedium02 FireBuildingMedium
ParticleSysBone FireLarge01 FireBuildingLarge
ParticleSysBone SmokeLarge01 SmokeBuildingLarge
End
ModelConditionState = REALLYDAMAGED
Model = BB_walld3
ParticleSysBone DUSTBONE01 FireBuildingSmall
ParticleSysBone DUSTBONE02 FireBuildingSmall
ParticleSysBone DUSTBONE03 FireBuildingSmall
ParticleSysBone FireMedium01 FireBuildingMedium
ParticleSysBone FireMedium02 FireBuildingMedium
ParticleSysBone FireLarge01 FireBuildingLarge
End
ModelConditionState = RUBBLE
Model = BB_walld3
ParticleSysBone SmokeLarge01 SmokeBuildingLarge
End
ModelConditionState = POST_RUBBLE
Model = None
ParticleSysBone NONE SmokeBuildingMediumRubble
End
ModelConditionState = POST_COLLAPSE
Model = None
ParticleSysBone NONE SmokeBuildingMediumRubble
End
End
; *** AUDIO Parameters ***
SoundOnDamaged = BuildingLightDamageStone
SoundOnReallyDamaged = BuildingHeavyDamageStone
; ***DESIGN parameters ***
DisplayName = OBJECT:Prop
EditorSorting = STRUCTURE
ArmorSet
Conditions = None
Armor = NoArmor
DamageFX = None
End
; *** ENGINEERING Parameters ***
KindOf = STRUCTURE IMMOBILE IGNORED_IN_GUI
RadarPriority = STRUCTURE
Body = ActiveBody ModuleTag_03
MaxHealth = 2000.0
MaxHealthDamaged = 1500.0
MaxHealthReallyDamaged = 1000.0
End
; Note that structures with "RUBBLE" states should not use DestroyDie; such buildings are
; never truly destroyed, even when reduced to zero health. Also note that garrisonable
; buildings automatically stick around because GarrisonContain has it's own DieModule
Behavior = SlowDeathBehavior ModuleTag_SlowDeathWithoutRubble
DestructionDelay = 2500
End
Behavior = StructureCollapseUpdate ModuleTag_04
MinCollapseDelay = 000
MaxCollapseDelay = 000
CollapseDamping = .5
MaxShudder = 0.6
MinBurstDelay = 250
MaxBurstDelay = 800
BigBurstFrequency = 4
FXList = INITIAL FX_StructureMediumCollapse
OCL = INITIAL OCL_StructureRubblePileLarge ; creates a rising pile of debris halfway-done
End
Geometry = BOX
GeometryMajorRadius = 51
GeometryMinorRadius = 18
GeometryHeight = 105
GeometryIsSmall = No
GeometryOffset = X:0 Y:32 Z:0
Shadow = SHADOW_VOLUME
End
;------------------------------------------------------------
Object BlueMtnWell
;SelectPortrait = BuildingNoArt
; *** ART Parameters ***
Draw = W3DScriptedModelDraw ModuleTag_01
OkToChangeModelColor = Yes
StaticModelLODMode = yes
DefaultModelConditionState
Model = BB_well
End
; WallBoundsMesh = GBMTWallAPTop
; ---------- destruction states
ModelConditionState = DAMAGED
Model = BB_well
ParticleSysBone DUSTBONE01 FireBuildingSmall
ParticleSysBone DUSTBONE02 FireBuildingSmall
ParticleSysBone DUSTBONE03 FireBuildingSmall
ParticleSysBone FireMedium01 FireBuildingMedium
ParticleSysBone FireMedium02 FireBuildingMedium
ParticleSysBone FireLarge01 FireBuildingLarge
ParticleSysBone SmokeLarge01 SmokeBuildingLarge
End
ModelConditionState = REALLYDAMAGED
Model = BB_well
ParticleSysBone DUSTBONE01 FireBuildingSmall
ParticleSysBone DUSTBONE02 FireBuildingSmall
ParticleSysBone DUSTBONE03 FireBuildingSmall
ParticleSysBone FireMedium01 FireBuildingMedium
ParticleSysBone FireMedium02 FireBuildingMedium
ParticleSysBone FireLarge01 FireBuildingLarge
End
ModelConditionState = RUBBLE
Model = BB_well
ParticleSysBone SmokeLarge01 SmokeBuildingLarge
End
ModelConditionState = POST_RUBBLE
Model = None
ParticleSysBone NONE SmokeBuildingMediumRubble
End
ModelConditionState = POST_COLLAPSE
Model = None
ParticleSysBone NONE SmokeBuildingMediumRubble
End
End
; *** AUDIO Parameters ***
SoundOnDamaged = BuildingLightDamageStone
SoundOnReallyDamaged = BuildingHeavyDamageStone
; ***DESIGN parameters ***
DisplayName = OBJECT:Prop
EditorSorting = STRUCTURE
ArmorSet
Conditions = None
Armor = NoArmor
DamageFX = None
End
; *** ENGINEERING Parameters ***
KindOf = STRUCTURE IMMOBILE IGNORED_IN_GUI
RadarPriority = STRUCTURE
Body = ActiveBody ModuleTag_03
MaxHealth = 2000.0
MaxHealthDamaged = 1500.0
MaxHealthReallyDamaged = 1000.0
End
; Note that structures with "RUBBLE" states should not use DestroyDie; such buildings are
; never truly destroyed, even when reduced to zero health. Also note that garrisonable
; buildings automatically stick around because GarrisonContain has it's own DieModule
Behavior = SlowDeathBehavior ModuleTag_SlowDeathWithoutRubble
DestructionDelay = 2500
End
Behavior = StructureCollapseUpdate ModuleTag_04
MinCollapseDelay = 000
MaxCollapseDelay = 000
CollapseDamping = .5
MaxShudder = 0.6
MinBurstDelay = 250
MaxBurstDelay = 800
BigBurstFrequency = 4
FXList = INITIAL FX_StructureMediumCollapse
OCL = INITIAL OCL_StructureRubblePileLarge ; creates a rising pile of debris halfway-done
End
Geometry = BOX
GeometryMajorRadius = 5
GeometryMinorRadius = 4
GeometryHeight = 100
GeometryIsSmall = No
GeometryOffset = X:0 Y:0 Z:0
Shadow = SHADOW_VOLUME
End
;------------------------------------------------------------
Object BlueMtnArch01
;SelectPortrait = BuildingNoArt
; *** ART Parameters ***
Draw = W3DScriptedModelDraw ModuleTag_01
OkToChangeModelColor = Yes
StaticModelLODMode = yes
DefaultModelConditionState
Model = BB_arch
End
; WallBoundsMesh = GBMTWallAPTop
; ---------- destruction states
ModelConditionState = DAMAGED
Model = BB_arch
ParticleSysBone DUSTBONE01 FireBuildingSmall
ParticleSysBone DUSTBONE02 FireBuildingSmall
ParticleSysBone DUSTBONE03 FireBuildingSmall
ParticleSysBone FireMedium01 FireBuildingMedium
ParticleSysBone FireMedium02 FireBuildingMedium
ParticleSysBone FireLarge01 FireBuildingLarge
ParticleSysBone SmokeLarge01 SmokeBuildingLarge
End
ModelConditionState = REALLYDAMAGED
Model = BB_arch
ParticleSysBone DUSTBONE01 FireBuildingSmall
ParticleSysBone DUSTBONE02 FireBuildingSmall
ParticleSysBone DUSTBONE03 FireBuildingSmall
ParticleSysBone FireMedium01 FireBuildingMedium
ParticleSysBone FireMedium02 FireBuildingMedium
ParticleSysBone FireLarge01 FireBuildingLarge
End
ModelConditionState = RUBBLE
Model = BB_arch01
ParticleSysBone SmokeLarge01 SmokeBuildingLarge
End
ModelConditionState = POST_RUBBLE
Model = None
ParticleSysBone NONE SmokeBuildingMediumRubble
End
ModelConditionState = POST_COLLAPSE
Model = None
ParticleSysBone NONE SmokeBuildingMediumRubble
End
End
; *** AUDIO Parameters ***
SoundOnDamaged = BuildingLightDamageStone
SoundOnReallyDamaged = BuildingHeavyDamageStone
; ***DESIGN parameters ***
DisplayName = OBJECT:Prop
EditorSorting = STRUCTURE
ArmorSet
Conditions = None
Armor = NoArmor
DamageFX = None
End
; *** ENGINEERING Parameters ***
KindOf = STRUCTURE IMMOBILE IGNORED_IN_GUI
RadarPriority = STRUCTURE
Body = ActiveBody ModuleTag_03
MaxHealth = 2000.0
MaxHealthDamaged = 1500.0
MaxHealthReallyDamaged = 1000.0
End
; Note that structures with "RUBBLE" states should not use DestroyDie; such buildings are
; never truly destroyed, even when reduced to zero health. Also note that garrisonable
; buildings automatically stick around because GarrisonContain has it's own DieModule
Behavior = SlowDeathBehavior ModuleTag_SlowDeathWithoutRubble
DestructionDelay = 2500
End
Behavior = StructureCollapseUpdate ModuleTag_04
MinCollapseDelay = 000
MaxCollapseDelay = 000
CollapseDamping = .5
MaxShudder = 0.6
MinBurstDelay = 250
MaxBurstDelay = 800
BigBurstFrequency = 4
FXList = INITIAL FX_StructureMediumCollapse
OCL = INITIAL OCL_StructureRubblePileLarge ; creates a rising pile of debris halfway-done
End
Geometry = BOX
GeometryMajorRadius = 2
GeometryMinorRadius = 1
GeometryHeight = 150
GeometryIsSmall = No
GeometryOffset = X:0 Y:0 Z:0
Shadow = SHADOW_VOLUME
End
;------------------------------------------------------------
Object BlueMtnCol
; *** ART Parameters ***
Draw = W3DScriptedModelDraw ModuleTag_01
DefaultModelConditionState
Model = BB_column
End
AlphaCameraFadeOuterRadius = 200
AlphaCameraFadeInnerRadius = 100
AlphaCameraAtInnerRadius = 10%
End
; *** AUDIO Parameters ***
SoundOnDamaged = BuildingLightDamageStone
SoundOnReallyDamaged = BuildingHeavyDamageStone
; ***DESIGN parameters ***
DisplayName = OBJECT:Prop
EditorSorting = STRUCTURE
; *** ENGINEERING Parameters ***
KindOf = IMMOBILE STRUCTURE UNATTACKABLE INERT_SHROUD_REVEALER ; note: INERT is important otherwise things will collide...
Body = ImmortalBody ModuleTag_Pi
MaxHealth = 1.0
End
Geometry = BOX
GeometryMajorRadius = 23.0
GeometryMinorRadius = 23.0
GeometryHeight = 200.0
GeometryIsSmall = No
End
;------------------------------------------------------------
Object BlueMtnColD
; *** ART Parameters ***
Draw = W3DScriptedModelDraw ModuleTag_01
DefaultModelConditionState
Model = BB_column2
End
AlphaCameraFadeOuterRadius = 200
AlphaCameraFadeInnerRadius = 100
AlphaCameraAtInnerRadius = 10%
End
; *** AUDIO Parameters ***
SoundOnDamaged = BuildingLightDamageStone
SoundOnReallyDamaged = BuildingHeavyDamageStone
; ***DESIGN parameters ***
DisplayName = OBJECT:Prop
EditorSorting = STRUCTURE
; *** ENGINEERING Parameters ***
KindOf = IMMOBILE STRUCTURE UNATTACKABLE INERT_SHROUD_REVEALER ; note: INERT is important otherwise things will collide...
Body = ImmortalBody ModuleTag_Pi
MaxHealth = 1.0
End
Geometry = BOX
GeometryMajorRadius = 23.0
GeometryMinorRadius = 23.0
GeometryHeight = 100.0
AdditionalGeometry = CYLINDER
GeometryMajorRadius = 26
GeometryMinorRadius = 26
GeometryHeight = 22
GeometryOffset = X:31 Y:-25 Z:0
AdditionalGeometry = CYLINDER
GeometryMajorRadius = 26
GeometryMinorRadius = 26
GeometryHeight = 22
GeometryOffset = X:70 Y:8 Z:0
AdditionalGeometry = CYLINDER
GeometryMajorRadius = 26
GeometryMinorRadius = 26
GeometryHeight = 22
GeometryOffset = X:107 Y:37 Z:0
GeometryIsSmall = No
End
;------------------------------------------------------------
Object BlueMtnCorner
;SelectPortrait = BuildingNoArt
; *** ART Parameters ***
Draw = W3DScriptedModelDraw ModuleTag_01
OkToChangeModelColor = Yes
StaticModelLODMode = yes
DefaultModelConditionState
Model = BB_corner
End
; WallBoundsMesh = GBMTWallAPTop
; ---------- destruction states
ModelConditionState = DAMAGED
Model = BB_corner
ParticleSysBone DUSTBONE01 FireBuildingSmall
ParticleSysBone DUSTBONE02 FireBuildingSmall
ParticleSysBone DUSTBONE03 FireBuildingSmall
ParticleSysBone FireMedium01 FireBuildingMedium
ParticleSysBone FireMedium02 FireBuildingMedium
ParticleSysBone FireLarge01 FireBuildingLarge
ParticleSysBone SmokeLarge01 SmokeBuildingLarge
End
ModelConditionState = REALLYDAMAGED
Model = BB_corner
ParticleSysBone DUSTBONE01 FireBuildingSmall
ParticleSysBone DUSTBONE02 FireBuildingSmall
ParticleSysBone DUSTBONE03 FireBuildingSmall
ParticleSysBone FireMedium01 FireBuildingMedium
ParticleSysBone FireMedium02 FireBuildingMedium
ParticleSysBone FireLarge01 FireBuildingLarge
End
ModelConditionState = RUBBLE
Model = BB_corner01
ParticleSysBone SmokeLarge01 SmokeBuildingLarge
End
ModelConditionState = POST_RUBBLE
Model = None
ParticleSysBone NONE SmokeBuildingMediumRubble
End
ModelConditionState = POST_COLLAPSE
Model = None
ParticleSysBone NONE SmokeBuildingMediumRubble
End
End
; *** AUDIO Parameters ***
SoundOnDamaged = BuildingLightDamageStone
SoundOnReallyDamaged = BuildingHeavyDamageStone
; ***DESIGN parameters ***
DisplayName = OBJECT:Prop
EditorSorting = STRUCTURE
ArmorSet
Conditions = None
Armor = NoArmor
DamageFX = None
End
; *** ENGINEERING Parameters ***
KindOf = STRUCTURE IMMOBILE IGNORED_IN_GUI
RadarPriority = STRUCTURE
Body = ActiveBody ModuleTag_03
MaxHealth = 2000.0
MaxHealthDamaged = 1500.0
MaxHealthReallyDamaged = 1000.0
End
; Note that structures with "RUBBLE" states should not use DestroyDie; such buildings are
; never truly destroyed, even when reduced to zero health. Also note that garrisonable
; buildings automatically stick around because GarrisonContain has it's own DieModule
Behavior = SlowDeathBehavior ModuleTag_SlowDeathWithoutRubble
DestructionDelay = 2500
End
Behavior = StructureCollapseUpdate ModuleTag_04
MinCollapseDelay = 000
MaxCollapseDelay = 000
CollapseDamping = .5
MaxShudder = 0.6
MinBurstDelay = 250
MaxBurstDelay = 800
BigBurstFrequency = 4
FXList = INITIAL FX_StructureMediumCollapse
OCL = INITIAL OCL_StructureRubblePileLarge ; creates a rising pile of debris halfway-done
End
Geometry = BOX
GeometryMajorRadius = 50
GeometryMinorRadius = 20
GeometryHeight = 105
GeometryIsSmall = No
GeometryOffset = X:0 Y:30 Z:0
AdditionalGeometry = BOX
GeometryMajorRadius = 20
GeometryMinorRadius = 50
GeometryHeight = 105
GeometryIsSmall = No
GeometryOffset = X:30 Y:0 Z:0
Shadow = SHADOW_VOLUME
End
;------------------------------------------------------------
Object BlueMtnCorner2
;SelectPortrait = BuildingNoArt
; *** ART Parameters ***
Draw = W3DScriptedModelDraw ModuleTag_01
OkToChangeModelColor = Yes
StaticModelLODMode = yes
DefaultModelConditionState
Model = BB_corner2
End
; WallBoundsMesh = GBMTWallAPTop
; ---------- destruction states
ModelConditionState = DAMAGED
Model = BB_corner2
ParticleSysBone DUSTBONE01 FireBuildingSmall
ParticleSysBone DUSTBONE02 FireBuildingSmall
ParticleSysBone DUSTBONE03 FireBuildingSmall
ParticleSysBone FireMedium01 FireBuildingMedium
ParticleSysBone FireMedium02 FireBuildingMedium
ParticleSysBone FireLarge01 FireBuildingLarge
ParticleSysBone SmokeLarge01 SmokeBuildingLarge
End
ModelConditionState = REALLYDAMAGED
Model = BB_corner2
ParticleSysBone DUSTBONE01 FireBuildingSmall
ParticleSysBone DUSTBONE02 FireBuildingSmall
ParticleSysBone DUSTBONE03 FireBuildingSmall
ParticleSysBone FireMedium01 FireBuildingMedium
ParticleSysBone FireMedium02 FireBuildingMedium
ParticleSysBone FireLarge01 FireBuildingLarge
End
ModelConditionState = RUBBLE
Model = BB_corner2
ParticleSysBone SmokeLarge01 SmokeBuildingLarge
End
ModelConditionState = POST_RUBBLE
Model = None
ParticleSysBone NONE SmokeBuildingMediumRubble
End
ModelConditionState = POST_COLLAPSE
Model = None
ParticleSysBone NONE SmokeBuildingMediumRubble
End
End
; *** AUDIO Parameters ***
SoundOnDamaged = BuildingLightDamageStone
SoundOnReallyDamaged = BuildingHeavyDamageStone
; ***DESIGN parameters ***
DisplayName = OBJECT:Prop
EditorSorting = STRUCTURE
ArmorSet
Conditions = None
Armor = NoArmor
DamageFX = None
End
; *** ENGINEERING Parameters ***
KindOf = STRUCTURE IMMOBILE IGNORED_IN_GUI
RadarPriority = STRUCTURE
Body = ActiveBody ModuleTag_03
MaxHealth = 2000.0
MaxHealthDamaged = 1500.0
MaxHealthReallyDamaged = 1000.0
End
; Note that structures with "RUBBLE" states should not use DestroyDie; such buildings are
; never truly destroyed, even when reduced to zero health. Also note that garrisonable
; buildings automatically stick around because GarrisonContain has it's own DieModule
Behavior = SlowDeathBehavior ModuleTag_SlowDeathWithoutRubble
DestructionDelay = 2500
End
Behavior = StructureCollapseUpdate ModuleTag_04
MinCollapseDelay = 000
MaxCollapseDelay = 000
CollapseDamping = .5
MaxShudder = 0.6
MinBurstDelay = 250
MaxBurstDelay = 800
BigBurstFrequency = 4
FXList = INITIAL FX_StructureMediumCollapse
OCL = INITIAL OCL_StructureRubblePileLarge ; creates a rising pile of debris halfway-done
End
Geometry = BOX
GeometryMajorRadius = 52
GeometryMinorRadius = 52
GeometryHeight = 105
GeometryIsSmall = No
GeometryOffset = X:0 Y:0 Z:0
Shadow = SHADOW_VOLUME
End
;------------------------------------------------------------
Object BlueMtnEdge
;SelectPortrait = BuildingNoArt
; *** ART Parameters ***
Draw = W3DScriptedModelDraw ModuleTag_01
OkToChangeModelColor = Yes
StaticModelLODMode = yes
DefaultModelConditionState
Model = BB_edge
End
; WallBoundsMesh = GBMTWallAPTop
; ---------- destruction states
ModelConditionState = DAMAGED
Model = BB_edge
ParticleSysBone DUSTBONE01 FireBuildingSmall
ParticleSysBone DUSTBONE02 FireBuildingSmall
ParticleSysBone DUSTBONE03 FireBuildingSmall
ParticleSysBone FireMedium01 FireBuildingMedium
ParticleSysBone FireMedium02 FireBuildingMedium
ParticleSysBone FireLarge01 FireBuildingLarge
ParticleSysBone SmokeLarge01 SmokeBuildingLarge
End
ModelConditionState = REALLYDAMAGED
Model = BB_edge
ParticleSysBone DUSTBONE01 FireBuildingSmall
ParticleSysBone DUSTBONE02 FireBuildingSmall
ParticleSysBone DUSTBONE03 FireBuildingSmall
ParticleSysBone FireMedium01 FireBuildingMedium
ParticleSysBone FireMedium02 FireBuildingMedium
ParticleSysBone FireLarge01 FireBuildingLarge
End
ModelConditionState = RUBBLE
Model = BB_edge
ParticleSysBone SmokeLarge01 SmokeBuildingLarge
End
ModelConditionState = POST_RUBBLE
Model = None
ParticleSysBone NONE SmokeBuildingMediumRubble
End
ModelConditionState = POST_COLLAPSE
Model = None
ParticleSysBone NONE SmokeBuildingMediumRubble
End
End
; *** AUDIO Parameters ***
SoundOnDamaged = BuildingLightDamageStone
SoundOnReallyDamaged = BuildingHeavyDamageStone
; ***DESIGN parameters ***
DisplayName = OBJECT:Prop
EditorSorting = STRUCTURE
ArmorSet
Conditions = None
Armor = NoArmor
DamageFX = None
End
; *** ENGINEERING Parameters ***
KindOf = STRUCTURE IMMOBILE IGNORED_IN_GUI
RadarPriority = STRUCTURE
Body = ActiveBody ModuleTag_03
MaxHealth = 2000.0
MaxHealthDamaged = 1500.0
MaxHealthReallyDamaged = 1000.0
End
; Note that structures with "RUBBLE" states should not use DestroyDie; such buildings are
; never truly destroyed, even when reduced to zero health. Also note that garrisonable
; buildings automatically stick around because GarrisonContain has it's own DieModule
Behavior = SlowDeathBehavior ModuleTag_SlowDeathWithoutRubble
DestructionDelay = 2500
End
Behavior = StructureCollapseUpdate ModuleTag_04
MinCollapseDelay = 000
MaxCollapseDelay = 000
CollapseDamping = .5
MaxShudder = 0.6
MinBurstDelay = 250
MaxBurstDelay = 800
BigBurstFrequency = 4
FXList = INITIAL FX_StructureMediumCollapse
OCL = INITIAL OCL_StructureRubblePileLarge ; creates a rising pile of debris halfway-done
End
Geometry = BOX
GeometryMajorRadius = 50
GeometryMinorRadius = 5
GeometryHeight = 100
GeometryIsSmall = No
GeometryOffset = X:0 Y:0 Z:0
Shadow = SHADOW_VOLUME
End
;------------------------------------------------------------
Object BlueMtnEdgeCorner
;SelectPortrait = BuildingNoArt
; *** ART Parameters ***
Draw = W3DScriptedModelDraw ModuleTag_01
OkToChangeModelColor = Yes
StaticModelLODMode = yes
DefaultModelConditionState
Model = BB_edgecorner
End
; WallBoundsMesh = GBMTWallAPTop
; ---------- destruction states
ModelConditionState = DAMAGED
Model = BB_edgecorner
ParticleSysBone DUSTBONE01 FireBuildingSmall
ParticleSysBone DUSTBONE02 FireBuildingSmall
ParticleSysBone DUSTBONE03 FireBuildingSmall
ParticleSysBone FireMedium01 FireBuildingMedium
ParticleSysBone FireMedium02 FireBuildingMedium
ParticleSysBone FireLarge01 FireBuildingLarge
ParticleSysBone SmokeLarge01 SmokeBuildingLarge
End
ModelConditionState = REALLYDAMAGED
Model = BB_edgecorner
ParticleSysBone DUSTBONE01 FireBuildingSmall
ParticleSysBone DUSTBONE02 FireBuildingSmall
ParticleSysBone DUSTBONE03 FireBuildingSmall
ParticleSysBone FireMedium01 FireBuildingMedium
ParticleSysBone FireMedium02 FireBuildingMedium
ParticleSysBone FireLarge01 FireBuildingLarge
End
ModelConditionState = RUBBLE
Model = BB_edgecorner
ParticleSysBone SmokeLarge01 SmokeBuildingLarge
End
ModelConditionState = POST_RUBBLE
Model = None
ParticleSysBone NONE SmokeBuildingMediumRubble
End
ModelConditionState = POST_COLLAPSE
Model = None
ParticleSysBone NONE SmokeBuildingMediumRubble
End
End
; *** AUDIO Parameters ***
SoundOnDamaged = BuildingLightDamageStone
SoundOnReallyDamaged = BuildingHeavyDamageStone
; ***DESIGN parameters ***
DisplayName = OBJECT:Prop
EditorSorting = STRUCTURE
ArmorSet
Conditions = None
Armor = NoArmor
DamageFX = None
End
; *** ENGINEERING Parameters ***
KindOf = STRUCTURE IMMOBILE IGNORED_IN_GUI
RadarPriority = STRUCTURE
Body = ActiveBody ModuleTag_03
MaxHealth = 2000.0
MaxHealthDamaged = 1500.0
MaxHealthReallyDamaged = 1000.0
End
; Note that structures with "RUBBLE" states should not use DestroyDie; such buildings are
; never truly destroyed, even when reduced to zero health. Also note that garrisonable
; buildings automatically stick around because GarrisonContain has it's own DieModule
Behavior = SlowDeathBehavior ModuleTag_SlowDeathWithoutRubble
DestructionDelay = 2500
End
Behavior = StructureCollapseUpdate ModuleTag_04
MinCollapseDelay = 000
MaxCollapseDelay = 000
CollapseDamping = .5
MaxShudder = 0.6
MinBurstDelay = 250
MaxBurstDelay = 800
BigBurstFrequency = 4
FXList = INITIAL FX_StructureMediumCollapse
OCL = INITIAL OCL_StructureRubblePileLarge ; creates a rising pile of debris halfway-done
End
Geometry = BOX
GeometryMajorRadius = 50
GeometryMinorRadius = 5
GeometryHeight = 100
GeometryIsSmall = No
GeometryOffset = X:0 Y:0 Z:0
Shadow = SHADOW_VOLUME
End
;------------------------------------------------------------
Object BlueMtnEdgeNiche
;SelectPortrait = BuildingNoArt
; *** ART Parameters ***
Draw = W3DScriptedModelDraw ModuleTag_01
OkToChangeModelColor = Yes
StaticModelLODMode = yes
DefaultModelConditionState
Model = BB_edgeniche
End
; WallBoundsMesh = GBMTWallAPTop
; ---------- destruction states
ModelConditionState = DAMAGED
Model = BB_edgeniche
ParticleSysBone DUSTBONE01 FireBuildingSmall
ParticleSysBone DUSTBONE02 FireBuildingSmall
ParticleSysBone DUSTBONE03 FireBuildingSmall
ParticleSysBone FireMedium01 FireBuildingMedium
ParticleSysBone FireMedium02 FireBuildingMedium
ParticleSysBone FireLarge01 FireBuildingLarge
ParticleSysBone SmokeLarge01 SmokeBuildingLarge
End
ModelConditionState = REALLYDAMAGED
Model = BB_edgeniche
ParticleSysBone DUSTBONE01 FireBuildingSmall
ParticleSysBone DUSTBONE02 FireBuildingSmall
ParticleSysBone DUSTBONE03 FireBuildingSmall
ParticleSysBone FireMedium01 FireBuildingMedium
ParticleSysBone FireMedium02 FireBuildingMedium
ParticleSysBone FireLarge01 FireBuildingLarge
End
ModelConditionState = RUBBLE
Model = BB_edgeniche
ParticleSysBone SmokeLarge01 SmokeBuildingLarge
End
ModelConditionState = POST_RUBBLE
Model = None
ParticleSysBone NONE SmokeBuildingMediumRubble
End
ModelConditionState = POST_COLLAPSE
Model = None
ParticleSysBone NONE SmokeBuildingMediumRubble
End
End
; *** AUDIO Parameters ***
SoundOnDamaged = BuildingLightDamageStone
SoundOnReallyDamaged = BuildingHeavyDamageStone
; ***DESIGN parameters ***
DisplayName = OBJECT:Prop
EditorSorting = STRUCTURE
ArmorSet
Conditions = None
Armor = NoArmor
DamageFX = None
End
; *** ENGINEERING Parameters ***
KindOf = STRUCTURE IMMOBILE IGNORED_IN_GUI
RadarPriority = STRUCTURE
Body = ActiveBody ModuleTag_03
MaxHealth = 2000.0
MaxHealthDamaged = 1500.0
MaxHealthReallyDamaged = 1000.0
End
; Note that structures with "RUBBLE" states should not use DestroyDie; such buildings are
; never truly destroyed, even when reduced to zero health. Also note that garrisonable
; buildings automatically stick around because GarrisonContain has it's own DieModule
Behavior = SlowDeathBehavior ModuleTag_SlowDeathWithoutRubble
DestructionDelay = 2500
End
Behavior = StructureCollapseUpdate ModuleTag_04
MinCollapseDelay = 000
MaxCollapseDelay = 000
CollapseDamping = .5
MaxShudder = 0.6
MinBurstDelay = 250
MaxBurstDelay = 800
BigBurstFrequency = 4
FXList = INITIAL FX_StructureMediumCollapse
OCL = INITIAL OCL_StructureRubblePileLarge ; creates a rising pile of debris halfway-done
End
Geometry = BOX
GeometryMajorRadius = 50
GeometryMinorRadius = 5
GeometryHeight = 100
GeometryIsSmall = No
GeometryOffset = X:0 Y:0 Z:0
Shadow = SHADOW_VOLUME
End
;------------------------------------------------------------
Object BlueMtnEdgeWall
;SelectPortrait = BuildingNoArt
; *** ART Parameters ***
Draw = W3DScriptedModelDraw ModuleTag_01
OkToChangeModelColor = Yes
StaticModelLODMode = yes
DefaultModelConditionState
Model = BB_edgewall
End
; WallBoundsMesh = GBMTWallAPTop
; ---------- destruction states
ModelConditionState = DAMAGED
Model = BB_edgewall
ParticleSysBone DUSTBONE01 FireBuildingSmall
ParticleSysBone DUSTBONE02 FireBuildingSmall
ParticleSysBone DUSTBONE03 FireBuildingSmall
ParticleSysBone FireMedium01 FireBuildingMedium
ParticleSysBone FireMedium02 FireBuildingMedium
ParticleSysBone FireLarge01 FireBuildingLarge
ParticleSysBone SmokeLarge01 SmokeBuildingLarge
End
ModelConditionState = REALLYDAMAGED
Model = BB_edgewall
ParticleSysBone DUSTBONE01 FireBuildingSmall
ParticleSysBone DUSTBONE02 FireBuildingSmall
ParticleSysBone DUSTBONE03 FireBuildingSmall
ParticleSysBone FireMedium01 FireBuildingMedium
ParticleSysBone FireMedium02 FireBuildingMedium
ParticleSysBone FireLarge01 FireBuildingLarge
End
ModelConditionState = RUBBLE
Model = BB_edgewall
ParticleSysBone SmokeLarge01 SmokeBuildingLarge
End
ModelConditionState = POST_RUBBLE
Model = None
ParticleSysBone NONE SmokeBuildingMediumRubble
End
ModelConditionState = POST_COLLAPSE
Model = None
ParticleSysBone NONE SmokeBuildingMediumRubble
End
End
; *** AUDIO Parameters ***
SoundOnDamaged = BuildingLightDamageStone
SoundOnReallyDamaged = BuildingHeavyDamageStone
; ***DESIGN parameters ***
DisplayName = OBJECT:Prop
EditorSorting = STRUCTURE
ArmorSet
Conditions = None
Armor = NoArmor
DamageFX = None
End
; *** ENGINEERING Parameters ***
KindOf = STRUCTURE IMMOBILE IGNORED_IN_GUI
RadarPriority = STRUCTURE
Body = ActiveBody ModuleTag_03
MaxHealth = 2000.0
MaxHealthDamaged = 1500.0
MaxHealthReallyDamaged = 1000.0
End
; Note that structures with "RUBBLE" states should not use DestroyDie; such buildings are
; never truly destroyed, even when reduced to zero health. Also note that garrisonable
; buildings automatically stick around because GarrisonContain has it's own DieModule
Behavior = SlowDeathBehavior ModuleTag_SlowDeathWithoutRubble
DestructionDelay = 2500
End
Behavior = StructureCollapseUpdate ModuleTag_04
MinCollapseDelay = 000
MaxCollapseDelay = 000
CollapseDamping = .5
MaxShudder = 0.6
MinBurstDelay = 250
MaxBurstDelay = 800
BigBurstFrequency = 4
FXList = INITIAL FX_StructureMediumCollapse
OCL = INITIAL OCL_StructureRubblePileLarge ; creates a rising pile of debris halfway-done
End
Geometry = BOX
GeometryMajorRadius = 50
GeometryMinorRadius = 5
GeometryHeight = 100
GeometryIsSmall = No
GeometryOffset = X:0 Y:0 Z:0
Shadow = SHADOW_VOLUME
End
;------------------------------------------------------------
Object BlueMtnFloor01
;SelectPortrait = BuildingNoArt
; *** ART Parameters ***
Draw = W3DScriptedModelDraw ModuleTag_01
OkToChangeModelColor = Yes
StaticModelLODMode = yes
DefaultModelConditionState
Model = BB_floor
End
; WallBoundsMesh = GBMTWallAPTop
; ---------- destruction states
ModelConditionState = DAMAGED
Model = BB_floor
ParticleSysBone DUSTBONE01 FireBuildingSmall
ParticleSysBone DUSTBONE02 FireBuildingSmall
ParticleSysBone DUSTBONE03 FireBuildingSmall
ParticleSysBone FireMedium01 FireBuildingMedium
ParticleSysBone FireMedium02 FireBuildingMedium
ParticleSysBone FireLarge01 FireBuildingLarge
ParticleSysBone SmokeLarge01 SmokeBuildingLarge
End
ModelConditionState = REALLYDAMAGED
Model = BB_floor
ParticleSysBone DUSTBONE01 FireBuildingSmall
ParticleSysBone DUSTBONE02 FireBuildingSmall
ParticleSysBone DUSTBONE03 FireBuildingSmall
ParticleSysBone FireMedium01 FireBuildingMedium
ParticleSysBone FireMedium02 FireBuildingMedium
ParticleSysBone FireLarge01 FireBuildingLarge
End
ModelConditionState = RUBBLE
Model = BB_floor01
ParticleSysBone SmokeLarge01 SmokeBuildingLarge
End
ModelConditionState = POST_RUBBLE
Model = None
ParticleSysBone NONE SmokeBuildingMediumRubble
End
ModelConditionState = POST_COLLAPSE
Model = None
ParticleSysBone NONE SmokeBuildingMediumRubble
End
End
; *** AUDIO Parameters ***
SoundOnDamaged = BuildingLightDamageStone
SoundOnReallyDamaged = BuildingHeavyDamageStone
; ***DESIGN parameters ***
DisplayName = OBJECT:Prop
EditorSorting = STRUCTURE
ArmorSet
Conditions = None
Armor = NoArmor
DamageFX = None
End
; *** ENGINEERING Parameters ***
KindOf = STRUCTURE IMMOBILE IGNORED_IN_GUI
RadarPriority = STRUCTURE
Body = ActiveBody ModuleTag_03
MaxHealth = 2000.0
MaxHealthDamaged = 1500.0
MaxHealthReallyDamaged = 1000.0
End
; Note that structures with "RUBBLE" states should not use DestroyDie; such buildings are
; never truly destroyed, even when reduced to zero health. Also note that garrisonable
; buildings automatically stick around because GarrisonContain has it's own DieModule
Behavior = SlowDeathBehavior ModuleTag_SlowDeathWithoutRubble
DestructionDelay = 2500
End
Behavior = StructureCollapseUpdate ModuleTag_04
MinCollapseDelay = 000
MaxCollapseDelay = 000
CollapseDamping = .5
MaxShudder = 0.6
MinBurstDelay = 250
MaxBurstDelay = 800
BigBurstFrequency = 4
FXList = INITIAL FX_StructureMediumCollapse
OCL = INITIAL OCL_StructureRubblePileLarge ; creates a rising pile of debris halfway-done
End
Geometry = BOX
GeometryMajorRadius = 50
GeometryMinorRadius = 5
GeometryHeight = 100
GeometryIsSmall = No
GeometryOffset = X:0 Y:0 Z:0
Shadow = SHADOW_VOLUME
End
;------------------------------------------------------------
Object BlueMtnNiche
;SelectPortrait = BuildingNoArt
; *** ART Parameters ***
Draw = W3DScriptedModelDraw ModuleTag_01
OkToChangeModelColor = Yes
StaticModelLODMode = yes
DefaultModelConditionState
Model = BB_niche
End
; WallBoundsMesh = GBMTWallAPTop
; ---------- destruction states
ModelConditionState = DAMAGED
Model = BB_niche
ParticleSysBone DUSTBONE01 FireBuildingSmall
ParticleSysBone DUSTBONE02 FireBuildingSmall
ParticleSysBone DUSTBONE03 FireBuildingSmall
ParticleSysBone FireMedium01 FireBuildingMedium
ParticleSysBone FireMedium02 FireBuildingMedium
ParticleSysBone FireLarge01 FireBuildingLarge
ParticleSysBone SmokeLarge01 SmokeBuildingLarge
End
ModelConditionState = REALLYDAMAGED
Model = BB_niche
ParticleSysBone DUSTBONE01 FireBuildingSmall
ParticleSysBone DUSTBONE02 FireBuildingSmall
ParticleSysBone DUSTBONE03 FireBuildingSmall
ParticleSysBone FireMedium01 FireBuildingMedium
ParticleSysBone FireMedium02 FireBuildingMedium
ParticleSysBone FireLarge01 FireBuildingLarge
End
ModelConditionState = RUBBLE
Model = BB_niche01
ParticleSysBone SmokeLarge01 SmokeBuildingLarge
End
ModelConditionState = POST_RUBBLE
Model = None
ParticleSysBone NONE SmokeBuildingMediumRubble
End
ModelConditionState = POST_COLLAPSE
Model = None
ParticleSysBone NONE SmokeBuildingMediumRubble
End
End
; *** AUDIO Parameters ***
SoundOnDamaged = BuildingLightDamageStone
SoundOnReallyDamaged = BuildingHeavyDamageStone
; ***DESIGN parameters ***
DisplayName = OBJECT:Prop
EditorSorting = STRUCTURE
ArmorSet
Conditions = None
Armor = NoArmor
DamageFX = None
End
; *** ENGINEERING Parameters ***
KindOf = STRUCTURE IMMOBILE IGNORED_IN_GUI
RadarPriority = STRUCTURE
Body = ActiveBody ModuleTag_03
MaxHealth = 2000.0
MaxHealthDamaged = 1500.0
MaxHealthReallyDamaged = 1000.0
End
; Note that structures with "RUBBLE" states should not use DestroyDie; such buildings are
; never truly destroyed, even when reduced to zero health. Also note that garrisonable
; buildings automatically stick around because GarrisonContain has it's own DieModule
Behavior = SlowDeathBehavior ModuleTag_SlowDeathWithoutRubble
DestructionDelay = 2500
End
Behavior = StructureCollapseUpdate ModuleTag_04
MinCollapseDelay = 000
MaxCollapseDelay = 000
CollapseDamping = .5
MaxShudder = 0.6
MinBurstDelay = 250
MaxBurstDelay = 800
BigBurstFrequency = 4
FXList = INITIAL FX_StructureMediumCollapse
OCL = INITIAL OCL_StructureRubblePileLarge ; creates a rising pile of debris halfway-done
End
Geometry = BOX
GeometryMajorRadius = 19
GeometryMinorRadius = 18
GeometryHeight = 106
GeometryIsSmall = No
GeometryOffset = X:32 Y:32 Z:0
Shadow = SHADOW_VOLUME
End
;------------------------------------------------------------
Object BlueMtnStair
;SelectPortrait = BuildingNoArt
; *** ART Parameters ***
Draw = W3DScriptedModelDraw ModuleTag_01
OkToChangeModelColor = Yes
StaticModelLODMode = yes
DefaultModelConditionState
Model = BB_stair
End
; WallBoundsMesh = GBMTWallAPTop
; ---------- destruction states
ModelConditionState = DAMAGED
Model = BB_stair
ParticleSysBone DUSTBONE01 FireBuildingSmall
ParticleSysBone DUSTBONE02 FireBuildingSmall
ParticleSysBone DUSTBONE03 FireBuildingSmall
ParticleSysBone FireMedium01 FireBuildingMedium
ParticleSysBone FireMedium02 FireBuildingMedium
ParticleSysBone FireLarge01 FireBuildingLarge
ParticleSysBone SmokeLarge01 SmokeBuildingLarge
End
ModelConditionState = REALLYDAMAGED
Model = BB_stair
ParticleSysBone DUSTBONE01 FireBuildingSmall
ParticleSysBone DUSTBONE02 FireBuildingSmall
ParticleSysBone DUSTBONE03 FireBuildingSmall
ParticleSysBone FireMedium01 FireBuildingMedium
ParticleSysBone FireMedium02 FireBuildingMedium
ParticleSysBone FireLarge01 FireBuildingLarge
End
ModelConditionState = RUBBLE
Model = BB_stair
ParticleSysBone SmokeLarge01 SmokeBuildingLarge
End
ModelConditionState = POST_RUBBLE
Model = None
ParticleSysBone NONE SmokeBuildingMediumRubble
End
ModelConditionState = POST_COLLAPSE
Model = None
ParticleSysBone NONE SmokeBuildingMediumRubble
End
End
; *** AUDIO Parameters ***
SoundOnDamaged = BuildingLightDamageStone
SoundOnReallyDamaged = BuildingHeavyDamageStone
; ***DESIGN parameters ***
DisplayName = OBJECT:Prop
EditorSorting = STRUCTURE
ArmorSet
Conditions = None
Armor = NoArmor
DamageFX = None
End
; *** ENGINEERING Parameters ***
KindOf = STRUCTURE IMMOBILE IGNORED_IN_GUI
RadarPriority = STRUCTURE
Body = ActiveBody ModuleTag_03
MaxHealth = 2000.0
MaxHealthDamaged = 1500.0
MaxHealthReallyDamaged = 1000.0
End
; Note that structures with "RUBBLE" states should not use DestroyDie; such buildings are
; never truly destroyed, even when reduced to zero health. Also note that garrisonable
; buildings automatically stick around because GarrisonContain has it's own DieModule
Behavior = SlowDeathBehavior ModuleTag_SlowDeathWithoutRubble
DestructionDelay = 2500
End
Behavior = StructureCollapseUpdate ModuleTag_04
MinCollapseDelay = 000
MaxCollapseDelay = 000
CollapseDamping = .5
MaxShudder = 0.6
MinBurstDelay = 250
MaxBurstDelay = 800
BigBurstFrequency = 4
FXList = INITIAL FX_StructureMediumCollapse
OCL = INITIAL OCL_StructureRubblePileLarge ; creates a rising pile of debris halfway-done
End
Geometry = BOX
GeometryMajorRadius = 50
GeometryMinorRadius = 5
GeometryHeight = 100
GeometryIsSmall = No
GeometryOffset = X:0 Y:0 Z:0
Shadow = SHADOW_VOLUME
End
;------------------------------------------------------------
Object BlueMtnStairLeft
;SelectPortrait = BuildingNoArt
; *** ART Parameters ***
Draw = W3DScriptedModelDraw ModuleTag_01
OkToChangeModelColor = Yes
StaticModelLODMode = yes
DefaultModelConditionState
Model = BB_stairleft
End
; WallBoundsMesh = GBMTWallAPTop
; ---------- destruction states
ModelConditionState = DAMAGED
Model = BB_stairleft
ParticleSysBone DUSTBONE01 FireBuildingSmall
ParticleSysBone DUSTBONE02 FireBuildingSmall
ParticleSysBone DUSTBONE03 FireBuildingSmall
ParticleSysBone FireMedium01 FireBuildingMedium
ParticleSysBone FireMedium02 FireBuildingMedium
ParticleSysBone FireLarge01 FireBuildingLarge
ParticleSysBone SmokeLarge01 SmokeBuildingLarge
End
ModelConditionState = REALLYDAMAGED
Model = BB_stairleft
ParticleSysBone DUSTBONE01 FireBuildingSmall
ParticleSysBone DUSTBONE02 FireBuildingSmall
ParticleSysBone DUSTBONE03 FireBuildingSmall
ParticleSysBone FireMedium01 FireBuildingMedium
ParticleSysBone FireMedium02 FireBuildingMedium
ParticleSysBone FireLarge01 FireBuildingLarge
End
ModelConditionState = RUBBLE
Model = BB_stairleft
ParticleSysBone SmokeLarge01 SmokeBuildingLarge
End
ModelConditionState = POST_RUBBLE
Model = None
ParticleSysBone NONE SmokeBuildingMediumRubble
End
ModelConditionState = POST_COLLAPSE
Model = None
ParticleSysBone NONE SmokeBuildingMediumRubble
End
End
; *** AUDIO Parameters ***
SoundOnDamaged = BuildingLightDamageStone
SoundOnReallyDamaged = BuildingHeavyDamageStone
; ***DESIGN parameters ***
DisplayName = OBJECT:Prop
EditorSorting = STRUCTURE
ArmorSet
Conditions = None
Armor = NoArmor
DamageFX = None
End
; *** ENGINEERING Parameters ***
KindOf = STRUCTURE IMMOBILE IGNORED_IN_GUI
RadarPriority = STRUCTURE
Body = ActiveBody ModuleTag_03
MaxHealth = 2000.0
MaxHealthDamaged = 1500.0
MaxHealthReallyDamaged = 1000.0
End
; Note that structures with "RUBBLE" states should not use DestroyDie; such buildings are
; never truly destroyed, even when reduced to zero health. Also note that garrisonable
; buildings automatically stick around because GarrisonContain has it's own DieModule
Behavior = SlowDeathBehavior ModuleTag_SlowDeathWithoutRubble
DestructionDelay = 2500
End
Behavior = StructureCollapseUpdate ModuleTag_04
MinCollapseDelay = 000
MaxCollapseDelay = 000
CollapseDamping = .5
MaxShudder = 0.6
MinBurstDelay = 250
MaxBurstDelay = 800
BigBurstFrequency = 4
FXList = INITIAL FX_StructureMediumCollapse
OCL = INITIAL OCL_StructureRubblePileLarge ; creates a rising pile of debris halfway-done
End
Geometry = BOX
GeometryMajorRadius = 50
GeometryMinorRadius = 5
GeometryHeight = 100
GeometryIsSmall = No
GeometryOffset = X:0 Y:0 Z:0
Shadow = SHADOW_VOLUME
End
;------------------------------------------------------------
Object BlueMtnStairRight
;SelectPortrait = BuildingNoArt
; *** ART Parameters ***
Draw = W3DScriptedModelDraw ModuleTag_01
OkToChangeModelColor = Yes
StaticModelLODMode = yes
DefaultModelConditionState
Model = BB_stairright
End
; WallBoundsMesh = GBMTWallAPTop
; ---------- destruction states
ModelConditionState = DAMAGED
Model = BB_stairright
ParticleSysBone DUSTBONE01 FireBuildingSmall
ParticleSysBone DUSTBONE02 FireBuildingSmall
ParticleSysBone DUSTBONE03 FireBuildingSmall
ParticleSysBone FireMedium01 FireBuildingMedium
ParticleSysBone FireMedium02 FireBuildingMedium
ParticleSysBone FireLarge01 FireBuildingLarge
ParticleSysBone SmokeLarge01 SmokeBuildingLarge
End
ModelConditionState = REALLYDAMAGED
Model = BB_stairright
ParticleSysBone DUSTBONE01 FireBuildingSmall
ParticleSysBone DUSTBONE02 FireBuildingSmall
ParticleSysBone DUSTBONE03 FireBuildingSmall
ParticleSysBone FireMedium01 FireBuildingMedium
ParticleSysBone FireMedium02 FireBuildingMedium
ParticleSysBone FireLarge01 FireBuildingLarge
End
ModelConditionState = RUBBLE
Model = BB_stairright
ParticleSysBone SmokeLarge01 SmokeBuildingLarge
End
ModelConditionState = POST_RUBBLE
Model = None
ParticleSysBone NONE SmokeBuildingMediumRubble
End
ModelConditionState = POST_COLLAPSE
Model = None
ParticleSysBone NONE SmokeBuildingMediumRubble
End
End
; *** AUDIO Parameters ***
SoundOnDamaged = BuildingLightDamageStone
SoundOnReallyDamaged = BuildingHeavyDamageStone
; ***DESIGN parameters ***
DisplayName = OBJECT:Prop
EditorSorting = STRUCTURE
ArmorSet
Conditions = None
Armor = NoArmor
DamageFX = None
End
; *** ENGINEERING Parameters ***
KindOf = STRUCTURE IMMOBILE IGNORED_IN_GUI
RadarPriority = STRUCTURE
Body = ActiveBody ModuleTag_03
MaxHealth = 2000.0
MaxHealthDamaged = 1500.0
MaxHealthReallyDamaged = 1000.0
End
; Note that structures with "RUBBLE" states should not use DestroyDie; such buildings are
; never truly destroyed, even when reduced to zero health. Also note that garrisonable
; buildings automatically stick around because GarrisonContain has it's own DieModule
Behavior = SlowDeathBehavior ModuleTag_SlowDeathWithoutRubble
DestructionDelay = 2500
End
Behavior = StructureCollapseUpdate ModuleTag_04
MinCollapseDelay = 000
MaxCollapseDelay = 000
CollapseDamping = .5
MaxShudder = 0.6
MinBurstDelay = 250
MaxBurstDelay = 800
BigBurstFrequency = 4
FXList = INITIAL FX_StructureMediumCollapse
OCL = INITIAL OCL_StructureRubblePileLarge ; creates a rising pile of debris halfway-done
End
Geometry = BOX
GeometryMajorRadius = 50
GeometryMinorRadius = 5
GeometryHeight = 100
GeometryIsSmall = No
GeometryOffset = X:0 Y:0 Z:0
Shadow = SHADOW_VOLUME
End
;------------------------------------------------------------
Object BlueMtnStairAngle
;SelectPortrait = BuildingNoArt
; *** ART Parameters ***
Draw = W3DScriptedModelDraw ModuleTag_01
OkToChangeModelColor = Yes
StaticModelLODMode = yes
DefaultModelConditionState
Model = BB_stairangle
End
; WallBoundsMesh = GBMTWallAPTop
; ---------- destruction states
ModelConditionState = DAMAGED
Model = BB_stairangle
ParticleSysBone DUSTBONE01 FireBuildingSmall
ParticleSysBone DUSTBONE02 FireBuildingSmall
ParticleSysBone DUSTBONE03 FireBuildingSmall
ParticleSysBone FireMedium01 FireBuildingMedium
ParticleSysBone FireMedium02 FireBuildingMedium
ParticleSysBone FireLarge01 FireBuildingLarge
ParticleSysBone SmokeLarge01 SmokeBuildingLarge
End
ModelConditionState = REALLYDAMAGED
Model = BB_stairangle
ParticleSysBone DUSTBONE01 FireBuildingSmall
ParticleSysBone DUSTBONE02 FireBuildingSmall
ParticleSysBone DUSTBONE03 FireBuildingSmall
ParticleSysBone FireMedium01 FireBuildingMedium
ParticleSysBone FireMedium02 FireBuildingMedium
ParticleSysBone FireLarge01 FireBuildingLarge
End
ModelConditionState = RUBBLE
Model = BB_stairangle
ParticleSysBone SmokeLarge01 SmokeBuildingLarge
End
ModelConditionState = POST_RUBBLE
Model = None
ParticleSysBone NONE SmokeBuildingMediumRubble
End
ModelConditionState = POST_COLLAPSE
Model = None
ParticleSysBone NONE SmokeBuildingMediumRubble
End
End
; *** AUDIO Parameters ***
SoundOnDamaged = BuildingLightDamageStone
SoundOnReallyDamaged = BuildingHeavyDamageStone
; ***DESIGN parameters ***
DisplayName = OBJECT:Prop
EditorSorting = STRUCTURE
ArmorSet
Conditions = None
Armor = NoArmor
DamageFX = None
End
; *** ENGINEERING Parameters ***
KindOf = STRUCTURE IMMOBILE IGNORED_IN_GUI
RadarPriority = STRUCTURE
Body = ActiveBody ModuleTag_03
MaxHealth = 2000.0
MaxHealthDamaged = 1500.0
MaxHealthReallyDamaged = 1000.0
End
; Note that structures with "RUBBLE" states should not use DestroyDie; such buildings are
; never truly destroyed, even when reduced to zero health. Also note that garrisonable
; buildings automatically stick around because GarrisonContain has it's own DieModule
Behavior = SlowDeathBehavior ModuleTag_SlowDeathWithoutRubble
DestructionDelay = 2500
End
Behavior = StructureCollapseUpdate ModuleTag_04
MinCollapseDelay = 000
MaxCollapseDelay = 000
CollapseDamping = .5
MaxShudder = 0.6
MinBurstDelay = 250
MaxBurstDelay = 800
BigBurstFrequency = 4
FXList = INITIAL FX_StructureMediumCollapse
OCL = INITIAL OCL_StructureRubblePileLarge ; creates a rising pile of debris halfway-done
End
Geometry = BOX
GeometryMajorRadius = 50
GeometryMinorRadius = 5
GeometryHeight = 100
GeometryIsSmall = No
GeometryOffset = X:0 Y:0 Z:0
Shadow = SHADOW_VOLUME
End
;------------------------------------------------------------
Object BlueMtnDestructableDoor
;SelectPortrait = BuildingNoArt
; *** ART Parameters ***
Draw = W3DScriptedModelDraw ModuleTag_01
OkToChangeModelColor = Yes
StaticModelLODMode = yes
DefaultModelConditionState
Model = BB_door
End
; WallBoundsMesh = GBMTWallAPTop
; ---------- destruction states
ModelConditionState = DAMAGED
Model = BB_door
ParticleSysBone DUSTBONE01 FireBuildingSmall
ParticleSysBone DUSTBONE02 FireBuildingSmall
ParticleSysBone DUSTBONE03 FireBuildingSmall
ParticleSysBone FireMedium01 FireBuildingMedium
ParticleSysBone FireMedium02 FireBuildingMedium
ParticleSysBone FireLarge01 FireBuildingLarge
ParticleSysBone SmokeLarge01 SmokeBuildingLarge
End
ModelConditionState = REALLYDAMAGED
Model = BB_door
ParticleSysBone DUSTBONE01 FireBuildingSmall
ParticleSysBone DUSTBONE02 FireBuildingSmall
ParticleSysBone DUSTBONE03 FireBuildingSmall
ParticleSysBone FireMedium01 FireBuildingMedium
ParticleSysBone FireMedium02 FireBuildingMedium
ParticleSysBone FireLarge01 FireBuildingLarge
End
ModelConditionState = RUBBLE
Model = BB_door
ParticleSysBone SmokeLarge01 SmokeBuildingLarge
End
ModelConditionState = POST_RUBBLE
Model = None
ParticleSysBone NONE SmokeBuildingMediumRubble
End
ModelConditionState = POST_COLLAPSE
Model = None
ParticleSysBone NONE SmokeBuildingMediumRubble
End
End
; *** AUDIO Parameters ***
SoundOnDamaged = BuildingLightDamageStone
SoundOnReallyDamaged = BuildingHeavyDamageStone
; ***DESIGN parameters ***
DisplayName = OBJECT:Prop
EditorSorting = STRUCTURE
ArmorSet
Conditions = None
Armor = NoArmor
DamageFX = None
End
; *** ENGINEERING Parameters ***
KindOf = STRUCTURE IMMOBILE IGNORED_IN_GUI
RadarPriority = STRUCTURE
Body = ActiveBody ModuleTag_03
MaxHealth = 2000.0
MaxHealthDamaged = 1500.0
MaxHealthReallyDamaged = 1000.0
End
; Note that structures with "RUBBLE" states should not use DestroyDie; such buildings are
; never truly destroyed, even when reduced to zero health. Also note that garrisonable
; buildings automatically stick around because GarrisonContain has it's own DieModule
Behavior = SlowDeathBehavior ModuleTag_SlowDeathWithoutRubble
DestructionDelay = 2500
End
Behavior = StructureCollapseUpdate ModuleTag_04
MinCollapseDelay = 000
MaxCollapseDelay = 000
CollapseDamping = .5
MaxShudder = 0.6
MinBurstDelay = 250
MaxBurstDelay = 800
BigBurstFrequency = 4
FXList = INITIAL FX_StructureMediumCollapse
OCL = INITIAL OCL_StructureRubblePileLarge ; creates a rising pile of debris halfway-done
End
Geometry = BOX
GeometryMajorRadius = 70
GeometryMinorRadius = 23
GeometryHeight = 142
GeometryIsSmall = No
GeometryOffset = X:-132 Y:-2 Z:0
AdditionalGeometry = BOX
GeometryMajorRadius = 70
GeometryMinorRadius = 23
GeometryHeight = 142
GeometryIsSmall = No
GeometryOffset = X:132 Y:-2 Z:0
AdditionalGeometry = BOX
GeometryMajorRadius = 63
GeometryMinorRadius = 20
GeometryHeight = 40
GeometryIsSmall = No
GeometryOffset = X:0 Y:-4 Z:108
Shadow = SHADOW_VOLUME
End
;------------------------------------------------------------
Object BlueMtnTrack
;SelectPortrait = BuildingNoArt
; *** ART Parameters ***
Draw = W3DScriptedModelDraw ModuleTag_01
OkToChangeModelColor = Yes
StaticModelLODMode = yes
DefaultModelConditionState
Model = BB_track
End
; WallBoundsMesh = GBMTWallAPTop
; ---------- destruction states
ModelConditionState = DAMAGED
Model = BB_track
ParticleSysBone DUSTBONE01 FireBuildingSmall
ParticleSysBone DUSTBONE02 FireBuildingSmall
ParticleSysBone DUSTBONE03 FireBuildingSmall
ParticleSysBone FireMedium01 FireBuildingMedium
ParticleSysBone FireMedium02 FireBuildingMedium
ParticleSysBone FireLarge01 FireBuildingLarge
ParticleSysBone SmokeLarge01 SmokeBuildingLarge
End
ModelConditionState = REALLYDAMAGED
Model = BB_track
ParticleSysBone DUSTBONE01 FireBuildingSmall
ParticleSysBone DUSTBONE02 FireBuildingSmall
ParticleSysBone DUSTBONE03 FireBuildingSmall
ParticleSysBone FireMedium01 FireBuildingMedium
ParticleSysBone FireMedium02 FireBuildingMedium
ParticleSysBone FireLarge01 FireBuildingLarge
End
ModelConditionState = RUBBLE
Model = BB_track
ParticleSysBone SmokeLarge01 SmokeBuildingLarge
End
ModelConditionState = POST_RUBBLE
Model = None
ParticleSysBone NONE SmokeBuildingMediumRubble
End
ModelConditionState = POST_COLLAPSE
Model = None
ParticleSysBone NONE SmokeBuildingMediumRubble
End
End
; *** AUDIO Parameters ***
SoundOnDamaged = BuildingLightDamageStone
SoundOnReallyDamaged = BuildingHeavyDamageStone
; ***DESIGN parameters ***
DisplayName = OBJECT:Prop
EditorSorting = STRUCTURE
ArmorSet
Conditions = None
Armor = NoArmor
DamageFX = None
End
; *** ENGINEERING Parameters ***
KindOf = STRUCTURE IMMOBILE IGNORED_IN_GUI
RadarPriority = STRUCTURE
Body = ActiveBody ModuleTag_03
MaxHealth = 2000.0
MaxHealthDamaged = 1500.0
MaxHealthReallyDamaged = 1000.0
End
; Note that structures with "RUBBLE" states should not use DestroyDie; such buildings are
; never truly destroyed, even when reduced to zero health. Also note that garrisonable
; buildings automatically stick around because GarrisonContain has it's own DieModule
Behavior = SlowDeathBehavior ModuleTag_SlowDeathWithoutRubble
DestructionDelay = 2500
End
Behavior = StructureCollapseUpdate ModuleTag_04
MinCollapseDelay = 000
MaxCollapseDelay = 000
CollapseDamping = .5
MaxShudder = 0.6
MinBurstDelay = 250
MaxBurstDelay = 800
BigBurstFrequency = 4
FXList = INITIAL FX_StructureMediumCollapse
OCL = INITIAL OCL_StructureRubblePileLarge ; creates a rising pile of debris halfway-done
End
Geometry = BOX
GeometryMajorRadius = 5
GeometryMinorRadius = 5
GeometryHeight = 100
GeometryIsSmall = No
GeometryOffset = X:0 Y:0 Z:0
Shadow = SHADOW_VOLUME
End
;------------------------------------------------------------
Object BlueMtnTrackMiddle
;SelectPortrait = BuildingNoArt
; *** ART Parameters ***
Draw = W3DScriptedModelDraw ModuleTag_01
OkToChangeModelColor = Yes
StaticModelLODMode = yes
DefaultModelConditionState
Model = BB_trackmiddle
End
; WallBoundsMesh = GBMTWallAPTop
; ---------- destruction states
ModelConditionState = DAMAGED
Model = BB_track
ParticleSysBone DUSTBONE01 FireBuildingSmall
ParticleSysBone DUSTBONE02 FireBuildingSmall
ParticleSysBone DUSTBONE03 FireBuildingSmall
ParticleSysBone FireMedium01 FireBuildingMedium
ParticleSysBone FireMedium02 FireBuildingMedium
ParticleSysBone FireLarge01 FireBuildingLarge
ParticleSysBone SmokeLarge01 SmokeBuildingLarge
End
ModelConditionState = REALLYDAMAGED
Model = BB_track
ParticleSysBone DUSTBONE01 FireBuildingSmall
ParticleSysBone DUSTBONE02 FireBuildingSmall
ParticleSysBone DUSTBONE03 FireBuildingSmall
ParticleSysBone FireMedium01 FireBuildingMedium
ParticleSysBone FireMedium02 FireBuildingMedium
ParticleSysBone FireLarge01 FireBuildingLarge
End
ModelConditionState = RUBBLE
Model = BB_trackmiddle
ParticleSysBone SmokeLarge01 SmokeBuildingLarge
End
ModelConditionState = POST_RUBBLE
Model = None
ParticleSysBone NONE SmokeBuildingMediumRubble
End
ModelConditionState = POST_COLLAPSE
Model = None
ParticleSysBone NONE SmokeBuildingMediumRubble
End
End
; *** AUDIO Parameters ***
SoundOnDamaged = BuildingLightDamageStone
SoundOnReallyDamaged = BuildingHeavyDamageStone
; ***DESIGN parameters ***
DisplayName = OBJECT:Prop
EditorSorting = STRUCTURE
ArmorSet
Conditions = None
Armor = NoArmor
DamageFX = None
End
; *** ENGINEERING Parameters ***
KindOf = STRUCTURE IMMOBILE IGNORED_IN_GUI
RadarPriority = STRUCTURE
Body = ActiveBody ModuleTag_03
MaxHealth = 2000.0
MaxHealthDamaged = 1500.0
MaxHealthReallyDamaged = 1000.0
End
; Note that structures with "RUBBLE" states should not use DestroyDie; such buildings are
; never truly destroyed, even when reduced to zero health. Also note that garrisonable
; buildings automatically stick around because GarrisonContain has it's own DieModule
Behavior = SlowDeathBehavior ModuleTag_SlowDeathWithoutRubble
DestructionDelay = 2500
End
Behavior = StructureCollapseUpdate ModuleTag_04
MinCollapseDelay = 000
MaxCollapseDelay = 000
CollapseDamping = .5
MaxShudder = 0.6
MinBurstDelay = 250
MaxBurstDelay = 800
BigBurstFrequency = 4
FXList = INITIAL FX_StructureMediumCollapse
OCL = INITIAL OCL_StructureRubblePileLarge ; creates a rising pile of debris halfway-done
End
Geometry = BOX
GeometryMajorRadius = 5
GeometryMinorRadius = 5
GeometryHeight = 100
GeometryIsSmall = No
GeometryOffset = X:0 Y:0 Z:0
Shadow = SHADOW_VOLUME
End
;------------------------------------------------------------
Object BlueMtnTrackTurn
;SelectPortrait = BuildingNoArt
; *** ART Parameters ***
Draw = W3DScriptedModelDraw ModuleTag_01
OkToChangeModelColor = Yes
StaticModelLODMode = yes
DefaultModelConditionState
Model = BB_trackturn
End
; WallBoundsMesh = GBMTWallAPTop
; ---------- destruction states
ModelConditionState = DAMAGED
Model = BB_trackturn
ParticleSysBone DUSTBONE01 FireBuildingSmall
ParticleSysBone DUSTBONE02 FireBuildingSmall
ParticleSysBone DUSTBONE03 FireBuildingSmall
ParticleSysBone FireMedium01 FireBuildingMedium
ParticleSysBone FireMedium02 FireBuildingMedium
ParticleSysBone FireLarge01 FireBuildingLarge
ParticleSysBone SmokeLarge01 SmokeBuildingLarge
End
ModelConditionState = REALLYDAMAGED
Model = BB_trackturn
ParticleSysBone DUSTBONE01 FireBuildingSmall
ParticleSysBone DUSTBONE02 FireBuildingSmall
ParticleSysBone DUSTBONE03 FireBuildingSmall
ParticleSysBone FireMedium01 FireBuildingMedium
ParticleSysBone FireMedium02 FireBuildingMedium
ParticleSysBone FireLarge01 FireBuildingLarge
End
ModelConditionState = RUBBLE
Model = BB_trackturn
ParticleSysBone SmokeLarge01 SmokeBuildingLarge
End
ModelConditionState = POST_RUBBLE
Model = None
ParticleSysBone NONE SmokeBuildingMediumRubble
End
ModelConditionState = POST_COLLAPSE
Model = None
ParticleSysBone NONE SmokeBuildingMediumRubble
End
End
; *** AUDIO Parameters ***
SoundOnDamaged = BuildingLightDamageStone
SoundOnReallyDamaged = BuildingHeavyDamageStone
; ***DESIGN parameters ***
DisplayName = OBJECT:Prop
EditorSorting = STRUCTURE
ArmorSet
Conditions = None
Armor = NoArmor
DamageFX = None
End
; *** ENGINEERING Parameters ***
KindOf = STRUCTURE IMMOBILE IGNORED_IN_GUI
RadarPriority = STRUCTURE
Body = ActiveBody ModuleTag_03
MaxHealth = 2000.0
MaxHealthDamaged = 1500.0
MaxHealthReallyDamaged = 1000.0
End
; Note that structures with "RUBBLE" states should not use DestroyDie; such buildings are
; never truly destroyed, even when reduced to zero health. Also note that garrisonable
; buildings automatically stick around because GarrisonContain has it's own DieModule
Behavior = SlowDeathBehavior ModuleTag_SlowDeathWithoutRubble
DestructionDelay = 2500
End
Behavior = StructureCollapseUpdate ModuleTag_04
MinCollapseDelay = 000
MaxCollapseDelay = 000
CollapseDamping = .5
MaxShudder = 0.6
MinBurstDelay = 250
MaxBurstDelay = 800
BigBurstFrequency = 4
FXList = INITIAL FX_StructureMediumCollapse
OCL = INITIAL OCL_StructureRubblePileLarge ; creates a rising pile of debris halfway-done
End
Geometry = BOX
GeometryMajorRadius = 5
GeometryMinorRadius = 5
GeometryHeight = 100
GeometryIsSmall = No
GeometryOffset = X:0 Y:0 Z:0
Shadow = SHADOW_VOLUME
End
;------------------------------------------------------------
Object BlueMtnTrackEnd
;SelectPortrait = BuildingNoArt
; *** ART Parameters ***
Draw = W3DScriptedModelDraw ModuleTag_01
OkToChangeModelColor = Yes
StaticModelLODMode = yes
DefaultModelConditionState
Model = BB_trackend
End
; WallBoundsMesh = GBMTWallAPTop
; ---------- destruction states
ModelConditionState = DAMAGED
Model = BB_trackend
ParticleSysBone DUSTBONE01 FireBuildingSmall
ParticleSysBone DUSTBONE02 FireBuildingSmall
ParticleSysBone DUSTBONE03 FireBuildingSmall
ParticleSysBone FireMedium01 FireBuildingMedium
ParticleSysBone FireMedium02 FireBuildingMedium
ParticleSysBone FireLarge01 FireBuildingLarge
ParticleSysBone SmokeLarge01 SmokeBuildingLarge
End
ModelConditionState = REALLYDAMAGED
Model = BB_trackend
ParticleSysBone DUSTBONE01 FireBuildingSmall
ParticleSysBone DUSTBONE02 FireBuildingSmall
ParticleSysBone DUSTBONE03 FireBuildingSmall
ParticleSysBone FireMedium01 FireBuildingMedium
ParticleSysBone FireMedium02 FireBuildingMedium
ParticleSysBone FireLarge01 FireBuildingLarge
End
ModelConditionState = RUBBLE
Model = BB_trackend
ParticleSysBone SmokeLarge01 SmokeBuildingLarge
End
ModelConditionState = POST_RUBBLE
Model = None
ParticleSysBone NONE SmokeBuildingMediumRubble
End
ModelConditionState = POST_COLLAPSE
Model = None
ParticleSysBone NONE SmokeBuildingMediumRubble
End
End
; *** AUDIO Parameters ***
SoundOnDamaged = BuildingLightDamageStone
SoundOnReallyDamaged = BuildingHeavyDamageStone
; ***DESIGN parameters ***
DisplayName = OBJECT:Prop
EditorSorting = STRUCTURE
ArmorSet
Conditions = None
Armor = NoArmor
DamageFX = None
End
; *** ENGINEERING Parameters ***
KindOf = STRUCTURE IMMOBILE IGNORED_IN_GUI
RadarPriority = STRUCTURE
Body = ActiveBody ModuleTag_03
MaxHealth = 2000.0
MaxHealthDamaged = 1500.0
MaxHealthReallyDamaged = 1000.0
End
; Note that structures with "RUBBLE" states should not use DestroyDie; such buildings are
; never truly destroyed, even when reduced to zero health. Also note that garrisonable
; buildings automatically stick around because GarrisonContain has it's own DieModule
Behavior = SlowDeathBehavior ModuleTag_SlowDeathWithoutRubble
DestructionDelay = 2500
End
Behavior = StructureCollapseUpdate ModuleTag_04
MinCollapseDelay = 000
MaxCollapseDelay = 000
CollapseDamping = .5
MaxShudder = 0.6
MinBurstDelay = 250
MaxBurstDelay = 800
BigBurstFrequency = 4
FXList = INITIAL FX_StructureMediumCollapse
OCL = INITIAL OCL_StructureRubblePileLarge ; creates a rising pile of debris halfway-done
End
Geometry = BOX
GeometryMajorRadius = 5
GeometryMinorRadius = 5
GeometryHeight = 100
GeometryIsSmall = No
GeometryOffset = X:0 Y:0 Z:0
Shadow = SHADOW_VOLUME
End
;------------------------------------------------------------
Object BlueMtnTrackDown
;SelectPortrait = BuildingNoArt
; *** ART Parameters ***
Draw = W3DScriptedModelDraw ModuleTag_01
OkToChangeModelColor = Yes
StaticModelLODMode = yes
DefaultModelConditionState
Model = BB_trackdown
End
; WallBoundsMesh = GBMTWallAPTop
; ---------- destruction states
ModelConditionState = DAMAGED
Model = BB_trackdown
ParticleSysBone DUSTBONE01 FireBuildingSmall
ParticleSysBone DUSTBONE02 FireBuildingSmall
ParticleSysBone DUSTBONE03 FireBuildingSmall
ParticleSysBone FireMedium01 FireBuildingMedium
ParticleSysBone FireMedium02 FireBuildingMedium
ParticleSysBone FireLarge01 FireBuildingLarge
ParticleSysBone SmokeLarge01 SmokeBuildingLarge
End
ModelConditionState = REALLYDAMAGED
Model = BB_trackdown
ParticleSysBone DUSTBONE01 FireBuildingSmall
ParticleSysBone DUSTBONE02 FireBuildingSmall
ParticleSysBone DUSTBONE03 FireBuildingSmall
ParticleSysBone FireMedium01 FireBuildingMedium
ParticleSysBone FireMedium02 FireBuildingMedium
ParticleSysBone FireLarge01 FireBuildingLarge
End
ModelConditionState = RUBBLE
Model = BB_trackdown
ParticleSysBone SmokeLarge01 SmokeBuildingLarge
End
ModelConditionState = POST_RUBBLE
Model = None
ParticleSysBone NONE SmokeBuildingMediumRubble
End
ModelConditionState = POST_COLLAPSE
Model = None
ParticleSysBone NONE SmokeBuildingMediumRubble
End
End
; *** AUDIO Parameters ***
SoundOnDamaged = BuildingLightDamageStone
SoundOnReallyDamaged = BuildingHeavyDamageStone
; ***DESIGN parameters ***
DisplayName = OBJECT:Prop
EditorSorting = STRUCTURE
ArmorSet
Conditions = None
Armor = NoArmor
DamageFX = None
End
; *** ENGINEERING Parameters ***
KindOf = STRUCTURE IMMOBILE IGNORED_IN_GUI
RadarPriority = STRUCTURE
Body = ActiveBody ModuleTag_03
MaxHealth = 2000.0
MaxHealthDamaged = 1500.0
MaxHealthReallyDamaged = 1000.0
End
; Note that structures with "RUBBLE" states should not use DestroyDie; such buildings are
; never truly destroyed, even when reduced to zero health. Also note that garrisonable
; buildings automatically stick around because GarrisonContain has it's own DieModule
Behavior = SlowDeathBehavior ModuleTag_SlowDeathWithoutRubble
DestructionDelay = 2500
End
Behavior = StructureCollapseUpdate ModuleTag_04
MinCollapseDelay = 000
MaxCollapseDelay = 000
CollapseDamping = .5
MaxShudder = 0.6
MinBurstDelay = 250
MaxBurstDelay = 800
BigBurstFrequency = 4
FXList = INITIAL FX_StructureMediumCollapse
OCL = INITIAL OCL_StructureRubblePileLarge ; creates a rising pile of debris halfway-done
End
Geometry = BOX
GeometryMajorRadius = 5
GeometryMinorRadius = 5
GeometryHeight = 100
GeometryIsSmall = No
GeometryOffset = X:0 Y:0 Z:0
Shadow = SHADOW_VOLUME
End
;------------------------------------------------------------
Object BlueMtnMainGate
SelectPortrait = BPCEreborGate
; *** ART Parameters ***
Draw = W3DScriptedModelDraw ModuleTag_Draw
OkToChangeModelColor = Yes
UseStandardModelNames = Yes
StaticModelLODMode = yes ; Will append M or L to the skin name depending on GameLOD
DefaultModelConditionState
Model = BB_MainGate
End
End
; ***DESIGN parameters ***
DisplayName = OBJECT:BlueMtnMainGate
Side = Civilian
EditorSorting = STRUCTURE
Browser = REGION Shire STRUCTURE
ThreatLevel = 1.0
BuildCost = 500
BuildTime = 15.0 ; in seconds
VisionRange = 160.0 ; Shroud clearing distance
ShroudClearingRange = 160
; CommandSet = GondorBarracksCommandSet
; *** AUDIO Parameters ***
SoundOnDamaged = BuildingLightDamageStone
SoundOnReallyDamaged = BuildingHeavyDamageStone
; VoiceSelect = GondorBarracksSelect
; UnitSpecificSounds
; UnderConstruction = UnderConstructionLoop
; End
; *** ENGINEERING Parameters ***
RadarPriority = NOT_ON_RADAR
KindOf = PRELOAD NO_COLLIDE IMMOBILE CHUNK_VENDOR NOT_AUTOACQUIRABLE SELECTABLE CAN_CAST_REFLECTIONS
Body = ActiveBody ModuleTag_05
MaxHealth = 1000.0
MaxHealthDamaged = 700.0
MaxHealthReallyDamaged = 300.0
End
ArmorSet
Conditions = None
Armor = HelmsDeepGates
DamageFX = GateDamageFX
End
Behavior = StructureCollapseUpdate ModuleTag_08
MinCollapseDelay = 000
MaxCollapseDelay = 000
CollapseDamping = .5
MaxShudder = 0.6
MinBurstDelay = 250
MaxBurstDelay = 800
BigBurstFrequency = 4
FXList = INITIAL FX_StructureMediumCollapse
FXList = ALMOST_FINAL FX_StructureAlmostCollapse
DestroyObjectWhenDone = Yes
CollapseHeight = 155
End
AttackContactPoint = X:-24 Y:-24 Z:92
Geometry = BOX
GeometryMajorRadius = 28
GeometryMinorRadius = 253
GeometryHeight = 218
GeometryOffset = X:-61 Y:1 Z:0
AdditionalGeometry = Box
GeometryMajorRadius = 30
GeometryMinorRadius = 256
GeometryHeight = 190
GeometryOffset = X:-89 Y:-2 Z:-174
GeometryIsSmall = NO
Shadow = SHADOW_VOLUME
End
;------------------------------------------------------------
Object BlueMtnTorch
;SelectPortrait = BuildingNoArt
; *** ART Parameters ***
Draw = W3DScriptedModelDraw ModuleTag_01
OkToChangeModelColor = Yes
StaticModelLODMode = yes
DefaultModelConditionState
Model = BB_torch
End
; WallBoundsMesh = GBMTWallAPTop
; ---------- destruction states
ModelConditionState = DAMAGED
Model = BB_torch
ParticleSysBone DUSTBONE01 FireBuildingSmall
ParticleSysBone DUSTBONE02 FireBuildingSmall
ParticleSysBone DUSTBONE03 FireBuildingSmall
ParticleSysBone FireMedium01 FireBuildingMedium
ParticleSysBone FireMedium02 FireBuildingMedium
ParticleSysBone FireLarge01 FireBuildingLarge
ParticleSysBone SmokeLarge01 SmokeBuildingLarge
End
ModelConditionState = REALLYDAMAGED
Model = BB_MainGate
ParticleSysBone DUSTBONE01 FireBuildingSmall
ParticleSysBone DUSTBONE02 FireBuildingSmall
ParticleSysBone DUSTBONE03 FireBuildingSmall
ParticleSysBone FireMedium01 FireBuildingMedium
ParticleSysBone FireMedium02 FireBuildingMedium
ParticleSysBone FireLarge01 FireBuildingLarge
End
ModelConditionState = RUBBLE
Model = BB_torch
ParticleSysBone SmokeLarge01 SmokeBuildingLarge
End
ModelConditionState = POST_RUBBLE
Model = None
ParticleSysBone NONE SmokeBuildingMediumRubble
End
ModelConditionState = POST_COLLAPSE
Model = None
ParticleSysBone NONE SmokeBuildingMediumRubble
End
End
; *** AUDIO Parameters ***
SoundOnDamaged = BuildingLightDamageStone
SoundOnReallyDamaged = BuildingHeavyDamageStone
; ***DESIGN parameters ***
DisplayName = OBJECT:Prop
EditorSorting = STRUCTURE
ArmorSet
Conditions = None
Armor = NoArmor
DamageFX = None
End
; *** ENGINEERING Parameters ***
KindOf = STRUCTURE IMMOBILE IGNORED_IN_GUI
RadarPriority = STRUCTURE
Body = ActiveBody ModuleTag_03
MaxHealth = 2000.0
MaxHealthDamaged = 1500.0
MaxHealthReallyDamaged = 1000.0
End
; Note that structures with "RUBBLE" states should not use DestroyDie; such buildings are
; never truly destroyed, even when reduced to zero health. Also note that garrisonable
; buildings automatically stick around because GarrisonContain has it's own DieModule
Behavior = SlowDeathBehavior ModuleTag_SlowDeathWithoutRubble
DestructionDelay = 2500
End
Behavior = StructureCollapseUpdate ModuleTag_04
MinCollapseDelay = 000
MaxCollapseDelay = 000
CollapseDamping = .5
MaxShudder = 0.6
MinBurstDelay = 250
MaxBurstDelay = 800
BigBurstFrequency = 4
FXList = INITIAL FX_StructureMediumCollapse
OCL = INITIAL OCL_StructureRubblePileLarge ; creates a rising pile of debris halfway-done
End
Geometry = BOX
GeometryMajorRadius = 10
GeometryMinorRadius = 12
GeometryHeight = 21
GeometryIsSmall = No
GeometryOffset = X:0 Y:0 Z:0
Shadow = SHADOW_VOLUME
End
;------------------------------------------------------------
Object BlueMtntower
;SelectPortrait = BuildingNoArt
; *** ART Parameters ***
Draw = W3DScriptedModelDraw ModuleTag_01
OkToChangeModelColor = Yes
StaticModelLODMode = yes
DefaultModelConditionState
Model = BB_tower
End
; WallBoundsMesh = GBMTWallAPTop
; ---------- destruction states
ModelConditionState = DAMAGED
Model = BB_tower
ParticleSysBone DUSTBONE01 FireBuildingSmall
ParticleSysBone DUSTBONE02 FireBuildingSmall
ParticleSysBone DUSTBONE03 FireBuildingSmall
ParticleSysBone FireMedium01 FireBuildingMedium
ParticleSysBone FireMedium02 FireBuildingMedium
ParticleSysBone FireLarge01 FireBuildingLarge
ParticleSysBone SmokeLarge01 SmokeBuildingLarge
End
ModelConditionState = REALLYDAMAGED
Model = BB_tower
ParticleSysBone DUSTBONE01 FireBuildingSmall
ParticleSysBone DUSTBONE02 FireBuildingSmall
ParticleSysBone DUSTBONE03 FireBuildingSmall
ParticleSysBone FireMedium01 FireBuildingMedium
ParticleSysBone FireMedium02 FireBuildingMedium
ParticleSysBone FireLarge01 FireBuildingLarge
End
ModelConditionState = RUBBLE
Model = BB_tower
ParticleSysBone SmokeLarge01 SmokeBuildingLarge
End
ModelConditionState = POST_RUBBLE
Model = None
ParticleSysBone NONE SmokeBuildingMediumRubble
End
ModelConditionState = POST_COLLAPSE
Model = None
ParticleSysBone NONE SmokeBuildingMediumRubble
End
End
; *** AUDIO Parameters ***
SoundOnDamaged = BuildingLightDamageStone
SoundOnReallyDamaged = BuildingHeavyDamageStone
; ***DESIGN parameters ***
DisplayName = OBJECT:Prop
EditorSorting = STRUCTURE
ArmorSet
Conditions = None
Armor = NoArmor
DamageFX = None
End
; *** ENGINEERING Parameters ***
KindOf = STRUCTURE IMMOBILE IGNORED_IN_GUI
RadarPriority = STRUCTURE
Body = ActiveBody ModuleTag_03
MaxHealth = 2000.0
MaxHealthDamaged = 1500.0
MaxHealthReallyDamaged = 1000.0
End
; Note that structures with "RUBBLE" states should not use DestroyDie; such buildings are
; never truly destroyed, even when reduced to zero health. Also note that garrisonable
; buildings automatically stick around because GarrisonContain has it's own DieModule
Behavior = SlowDeathBehavior ModuleTag_SlowDeathWithoutRubble
DestructionDelay = 2500
End
Behavior = StructureCollapseUpdate ModuleTag_04
MinCollapseDelay = 000
MaxCollapseDelay = 000
CollapseDamping = .5
MaxShudder = 0.6
MinBurstDelay = 250
MaxBurstDelay = 800
BigBurstFrequency = 4
FXList = INITIAL FX_StructureMediumCollapse
OCL = INITIAL OCL_StructureRubblePileLarge ; creates a rising pile of debris halfway-done
End
Geometry = BOX
GeometryMajorRadius = 33
GeometryMinorRadius = 33
GeometryHeight = 135
GeometryIsSmall = No
GeometryOffset = X:0 Y:0 Z:-70
Shadow = SHADOW_VOLUME
End
;------------------------------------------------------------
Object BlueMtntower2
;SelectPortrait = BuildingNoArt
; *** ART Parameters ***
Draw = W3DScriptedModelDraw ModuleTag_01
OkToChangeModelColor = Yes
StaticModelLODMode = yes
DefaultModelConditionState
Model = BB_tower2
End
; WallBoundsMesh = GBMTWallAPTop
; ---------- destruction states
ModelConditionState = DAMAGED
Model = BB_tower2
ParticleSysBone DUSTBONE01 FireBuildingSmall
ParticleSysBone DUSTBONE02 FireBuildingSmall
ParticleSysBone DUSTBONE03 FireBuildingSmall
ParticleSysBone FireMedium01 FireBuildingMedium
ParticleSysBone FireMedium02 FireBuildingMedium
ParticleSysBone FireLarge01 FireBuildingLarge
ParticleSysBone SmokeLarge01 SmokeBuildingLarge
End
ModelConditionState = REALLYDAMAGED
Model = BB_tower2
ParticleSysBone DUSTBONE01 FireBuildingSmall
ParticleSysBone DUSTBONE02 FireBuildingSmall
ParticleSysBone DUSTBONE03 FireBuildingSmall
ParticleSysBone FireMedium01 FireBuildingMedium
ParticleSysBone FireMedium02 FireBuildingMedium
ParticleSysBone FireLarge01 FireBuildingLarge
End
ModelConditionState = RUBBLE
Model = BB_tower2
ParticleSysBone SmokeLarge01 SmokeBuildingLarge
End
ModelConditionState = POST_RUBBLE
Model = None
ParticleSysBone NONE SmokeBuildingMediumRubble
End
ModelConditionState = POST_COLLAPSE
Model = None
ParticleSysBone NONE SmokeBuildingMediumRubble
End
End
; *** AUDIO Parameters ***
SoundOnDamaged = BuildingLightDamageStone
SoundOnReallyDamaged = BuildingHeavyDamageStone
; ***DESIGN parameters ***
DisplayName = OBJECT:Prop
EditorSorting = STRUCTURE
ArmorSet
Conditions = None
Armor = NoArmor
DamageFX = None
End
; *** ENGINEERING Parameters ***
KindOf = STRUCTURE IMMOBILE IGNORED_IN_GUI
RadarPriority = STRUCTURE
Body = ActiveBody ModuleTag_03
MaxHealth = 2000.0
MaxHealthDamaged = 1500.0
MaxHealthReallyDamaged = 1000.0
End
; Note that structures with "RUBBLE" states should not use DestroyDie; such buildings are
; never truly destroyed, even when reduced to zero health. Also note that garrisonable
; buildings automatically stick around because GarrisonContain has it's own DieModule
Behavior = SlowDeathBehavior ModuleTag_SlowDeathWithoutRubble
DestructionDelay = 2500
End
Behavior = StructureCollapseUpdate ModuleTag_04
MinCollapseDelay = 000
MaxCollapseDelay = 000
CollapseDamping = .5
MaxShudder = 0.6
MinBurstDelay = 250
MaxBurstDelay = 800
BigBurstFrequency = 4
FXList = INITIAL FX_StructureMediumCollapse
OCL = INITIAL OCL_StructureRubblePileLarge ; creates a rising pile of debris halfway-done
End
Geometry = BOX
GeometryMajorRadius = 32
GeometryMinorRadius = 32
GeometryHeight = 165
GeometryIsSmall = No
GeometryOffset = X:-11 Y:0 Z:0
Shadow = SHADOW_VOLUME
End
;------------------------------------------------------------------------------------------
Object EreaborGarrisonableTowerExt
SelectPortrait = BPCEreborTower
; *** ART Parameters ***
; ButtonImage = BGKeep
Draw = W3DScriptedModelDraw ModuleTag_Draw
ExtraPublicBone = ARROW_01
ExtraPublicBone = ARROW_02
ExtraPublicBone = ARROW_03
ExtraPublicBone = ARROW_04
ExtraPublicBone = ARROW_05
ExtraPublicBone = ARROW_06
ExtraPublicBone = ARROW_07
ExtraPublicBone = ARROW_08
ExtraPublicBone = ARROW_09
ExtraPublicBone = ARROW_10
ExtraPublicBone = ARROW_11
ExtraPublicBone = ARROW_12
OkToChangeModelColor = Yes
UseStandardModelNames = Yes
DefaultModelConditionState
Model = BB_tower3
WeaponLaunchBone = PRIMARY ARROW_
End
ModelConditionState = SNOW BUILD_VARIATION_ONE
Model = GBFARTOWA
Texture = GBFortress1.tga GBFortress1_Snow.tga
End
ModelConditionState = SNOW BUILD_VARIATION_TWO
Model = GBFARTOWB
Texture = GBFortress1.tga GBFortress1_Snow.tga
End
ModelConditionState = BUILD_VARIATION_ONE
Model = GBFARTOWA
WeaponLaunchBone = PRIMARY ARROW_
End
ModelConditionState = BUILD_VARIATION_TWO
Model = GBFARTOWB
WeaponLaunchBone = PRIMARY ARROW_
End
End
; ***DESIGN parameters ***
DisplayName = OBJECT:EreaborBattleTower
EditorSorting = STRUCTURE
ThreatLevel = 1.0
CommandPointBonus = DORMITORY_COMMAND_POINT_BONUS
BuildCost = MEN_DORMITORYEXPANSION_BUILDCOST
BuildTime = MEN_DORMITORYEXPANSION_BUILDTIME
VisionRange = VISION_BASE_DEFENSE
ShroudClearingRange = SHROUD_CLEAR_BASE_DEFENSE
BountyValue = GONDOR_KEEP_BOUNTY_VALUE
ArmorSet
Conditions = None
Armor = StructureArmor
End
CommandSet = DormitoryCommandSet
; *** AUDIO Parameters ***
VoiceSelect = DwarfTowerExpansionSelect ;GondorBattleTowerSelect
SoundOnDamaged = BuildingLightDamageStone
SoundOnReallyDamaged = BuildingHeavyDamageStone
VoiceSelectUnderConstruction = BuildingGoodVoiceSelectUnderConstruction
UnitSpecificSounds
UnderConstruction = BuildingConstructionLoop ; Built first time
; UnderRepairFromDamage = NoSound ; Repaired No animation on the building, so don't bother playing sound
UnderRepairFromRubble = BuildingConstructionLoop ; Repaired from completely destroyed (not used???)
End
; *** ENGINEERING Parameters ***
RadarPriority = STRUCTURE
KindOf = PRELOAD STRUCTURE SELECTABLE IMMOBILE SCORE NEED_BASE_FOUNDATION GARRISON CAN_ATTACK
Behavior = AIUpdateInterface ModuleTag_AI
AILuaEventsList = DormitoryFunctions
AutoAcquireEnemiesWhenIdle = No
End
Behavior = GettingBuiltBehavior ModuleTag_04
WorkerName = GondorWorkerNoSelect
End
Body = StructureBody ModuleTag_05
MaxHealth = MEN_DORMITORYEXPANSION_HEALTH
MaxHealthDamaged = MEN_DORMITORYEXPANSION_HEALTH_DAMAGED
MaxHealthReallyDamaged = MEN_DORMITORYEXPANSION_HEALTH_REALLY_DAMAGED
End
Flammability ; should be after the 'Body' statement
Fuel = MEN_GARRISONEXPANSION_FIRE_FUEL
MaxBurnRate = MEN_GARRISONEXPANSION_FIRE_MAX_BURN_RATE
Decay = MEN_GARRISONEXPANSION_FIRE_DECAY
Resistance = MEN_GARRISONEXPANSION_FIRE_RESISTANCE
End
Behavior = BuildingBehavior BuildingModuleTag
NightWindowName = WINDOW_N01
End
Behavior = SlowDeathBehavior ModuleTag_SlowDeathWithoutRubble
DestructionDelay = 5000
End
Behavior = StructureCollapseUpdate ModuleTag_StructureCollapseUpdate
MinCollapseDelay = 000
MaxCollapseDelay = 000
CollapseDamping = .5
MaxShudder = 0.6
MinBurstDelay = 250
MaxBurstDelay = 800
BigBurstFrequency = 4
FXList = INITIAL FX_StructureMediumCollapse
CollapseHeight = 140
End
Behavior = TerrainResourceBehavior ModuleTag_NewMoneyDeadSpot
Radius = 30 ; How far we try to claim ground
MaxIncome = 0 ; If we were to get all we wanted, how much we would earn. Linear slope to 0 at 0% claim
IncomeInterval = 999999 ; How often (in msec) we give that much money
HighPriority = Yes ; A high priority claim gets to pretend it was there first.
End
Behavior = CastleMemberBehavior ModuleTag_CMB
End
Behavior = EvacuateDamage ModuleTag_evacuateDamage
WeaponThatCausesEvacuation = MordorCatapultHumanHeads
End
Behavior = HordeGarrisonContain ModuleTag_hordeGarrison
ObjectStatusOfContained = UNSELECTABLE CAN_ATTACK ENCLOSED
ContainMax = 3
DamagePercentToUnits = 0%
PassengerFilter = ANY +INFANTRY +HORDE +BANNER -CAVALRY -SUMMONED -WildSpiderling -WildSpiderlingHorde
AllowEnemiesInside = Yes
NumberOfExitPaths = 1 ; Defaults to 1. Set 0 to not use ExitStart/ExitEnd, set higher than 1 to use ExitStart01-nn/ExitEnd01-nn
PassengerBonePrefix = PassengerBone:ARROW_ KindOf:INFANTRY
EntryOffset = X:50.0 Y:0.0 Z:0.0
EntryPosition = X:20.0 Y:0.0 Z:0.0 ; entry position needs to be offset from the root transform, otherwise fortress obscures point.
ExitOffset = X:50.0 Y:0.0 Z:0.0
ShowPips = No
End
;-----HEALING CONTAINED UNITS--------------------------------------------------------------
Behavior = AutoHealBehavior ModuleTag_HealContained
StartsActive = Yes
HealingAmount = 10
HealingDelay = 1000
AffectsContained = Yes
NonStackable = Yes
End
Behavior = AttributeModifierUpgrade ModuleTag_Reinforced
TriggeredBy = Upgrade_MenFortressNumenorStonework
AttributeModifier = NumenorStoneworkKeep_Bonus
End
Behavior = ProductionUpdate ModuleTag_UpgradeProducer
End
GeometryIsSmall = No
// version one = side
// version two = corner.
Geometry = BOX
GeometryMajorRadius = 12.0
GeometryMinorRadius = 12.0
GeometryHeight = 120.0
GeometryName = VersionTwo
GeometryOffset = X:20 Y:0 Z:0
AdditionalGeometry = BOX
GeometryMajorRadius = 20.0
GeometryMinorRadius = 10.0
GeometryHeight = 50.0
GeometryName = VersionTwo
GeometryOffset = X:-10 Y:0 Z:0
AdditionalGeometry = BOX
GeometryMajorRadius = 12.0
GeometryMinorRadius = 12.0
GeometryHeight = 90.0
GeometryName = VersionOne
GeometryOffset = X:24 Y:0 Z:0
GeometryContactPoint = X:0 Y:0 Z:5
GeometryContactPoint = X:0 Y:0 Z:112 Swoop
Shadow = SHADOW_VOLUME
BuildCompletion = PLACED_BY_PLAYER
End
;------------------------------------------------------------
Object BlueMtncatapult
;SelectPortrait = BuildingNoArt
; *** ART Parameters ***
Draw = W3DScriptedModelDraw ModuleTag_01
OkToChangeModelColor = Yes
StaticModelLODMode = yes
DefaultModelConditionState
Model = BB_catapult
End
; WallBoundsMesh = GBMTWallAPTop
; ---------- destruction states
ModelConditionState = DAMAGED
Model = BB_catapult
ParticleSysBone DUSTBONE01 FireBuildingSmall
ParticleSysBone DUSTBONE02 FireBuildingSmall
ParticleSysBone DUSTBONE03 FireBuildingSmall
ParticleSysBone FireMedium01 FireBuildingMedium
ParticleSysBone FireMedium02 FireBuildingMedium
ParticleSysBone FireLarge01 FireBuildingLarge
ParticleSysBone SmokeLarge01 SmokeBuildingLarge
End
ModelConditionState = REALLYDAMAGED
Model = BB_catapult
ParticleSysBone DUSTBONE01 FireBuildingSmall
ParticleSysBone DUSTBONE02 FireBuildingSmall
ParticleSysBone DUSTBONE03 FireBuildingSmall
ParticleSysBone FireMedium01 FireBuildingMedium
ParticleSysBone FireMedium02 FireBuildingMedium
ParticleSysBone FireLarge01 FireBuildingLarge
End
ModelConditionState = RUBBLE
Model = BB_catapult
ParticleSysBone SmokeLarge01 SmokeBuildingLarge
End
ModelConditionState = POST_RUBBLE
Model = None
ParticleSysBone NONE SmokeBuildingMediumRubble
End
ModelConditionState = POST_COLLAPSE
Model = None
ParticleSysBone NONE SmokeBuildingMediumRubble
End
End
; *** AUDIO Parameters ***
SoundOnDamaged = BuildingLightDamageStone
SoundOnReallyDamaged = BuildingHeavyDamageStone
; ***DESIGN parameters ***
DisplayName = OBJECT:Prop
EditorSorting = STRUCTURE
ArmorSet
Conditions = None
Armor = NoArmor
DamageFX = None
End
; *** ENGINEERING Parameters ***
KindOf = STRUCTURE IMMOBILE IGNORED_IN_GUI
RadarPriority = STRUCTURE
Body = ActiveBody ModuleTag_03
MaxHealth = 2000.0
MaxHealthDamaged = 1500.0
MaxHealthReallyDamaged = 1000.0
End
; Note that structures with "RUBBLE" states should not use DestroyDie; such buildings are
; never truly destroyed, even when reduced to zero health. Also note that garrisonable
; buildings automatically stick around because GarrisonContain has it's own DieModule
Behavior = SlowDeathBehavior ModuleTag_SlowDeathWithoutRubble
DestructionDelay = 2500
End
Behavior = StructureCollapseUpdate ModuleTag_04
MinCollapseDelay = 000
MaxCollapseDelay = 000
CollapseDamping = .5
MaxShudder = 0.6
MinBurstDelay = 250
MaxBurstDelay = 800
BigBurstFrequency = 4
FXList = INITIAL FX_StructureMediumCollapse
OCL = INITIAL OCL_StructureRubblePileLarge ; creates a rising pile of debris halfway-done
End
Geometry = BOX
GeometryMajorRadius = 70
GeometryMinorRadius = 23
GeometryHeight = 142
GeometryIsSmall = No
GeometryOffset = X:-132 Y:-2 Z:0
AdditionalGeometry = BOX
GeometryMajorRadius = 70
GeometryMinorRadius = 23
GeometryHeight = 142
GeometryIsSmall = No
GeometryOffset = X:132 Y:-2 Z:0
AdditionalGeometry = BOX
GeometryMajorRadius = 63
GeometryMinorRadius = 20
GeometryHeight = 40
GeometryIsSmall = No
GeometryOffset = X:0 Y:-4 Z:108
Shadow = SHADOW_VOLUME
End
;------------------------------------------------------------
Object BlueMtnThrone
;SelectPortrait = BuildingNoArt
; *** ART Parameters ***
Draw = W3DScriptedModelDraw ModuleTag_01
OkToChangeModelColor = Yes
StaticModelLODMode = yes
DefaultModelConditionState
Model = BB_throne
End
; WallBoundsMesh = GBMTWallAPTop
; ---------- destruction states
ModelConditionState = DAMAGED
Model = BB_throne
ParticleSysBone DUSTBONE01 FireBuildingSmall
ParticleSysBone DUSTBONE02 FireBuildingSmall
ParticleSysBone DUSTBONE03 FireBuildingSmall
ParticleSysBone FireMedium01 FireBuildingMedium
ParticleSysBone FireMedium02 FireBuildingMedium
ParticleSysBone FireLarge01 FireBuildingLarge
ParticleSysBone SmokeLarge01 SmokeBuildingLarge
End
ModelConditionState = REALLYDAMAGED
Model = BB_throne
ParticleSysBone DUSTBONE01 FireBuildingSmall
ParticleSysBone DUSTBONE02 FireBuildingSmall
ParticleSysBone DUSTBONE03 FireBuildingSmall
ParticleSysBone FireMedium01 FireBuildingMedium
ParticleSysBone FireMedium02 FireBuildingMedium
ParticleSysBone FireLarge01 FireBuildingLarge
End
ModelConditionState = RUBBLE
Model = BB_throne
ParticleSysBone SmokeLarge01 SmokeBuildingLarge
End
ModelConditionState = POST_RUBBLE
Model = None
ParticleSysBone NONE SmokeBuildingMediumRubble
End
ModelConditionState = POST_COLLAPSE
Model = None
ParticleSysBone NONE SmokeBuildingMediumRubble
End
End
; *** AUDIO Parameters ***
SoundOnDamaged = BuildingLightDamageStone
SoundOnReallyDamaged = BuildingHeavyDamageStone
; ***DESIGN parameters ***
DisplayName = OBJECT:Prop
EditorSorting = STRUCTURE
ArmorSet
Conditions = None
Armor = NoArmor
DamageFX = None
End
; *** ENGINEERING Parameters ***
KindOf = STRUCTURE IMMOBILE IGNORED_IN_GUI
RadarPriority = STRUCTURE
Body = ActiveBody ModuleTag_03
MaxHealth = 2000.0
MaxHealthDamaged = 1500.0
MaxHealthReallyDamaged = 1000.0
End
; Note that structures with "RUBBLE" states should not use DestroyDie; such buildings are
; never truly destroyed, even when reduced to zero health. Also note that garrisonable
; buildings automatically stick around because GarrisonContain has it's own DieModule
Behavior = SlowDeathBehavior ModuleTag_SlowDeathWithoutRubble
DestructionDelay = 2500
End
Behavior = StructureCollapseUpdate ModuleTag_04
MinCollapseDelay = 000
MaxCollapseDelay = 000
CollapseDamping = .5
MaxShudder = 0.6
MinBurstDelay = 250
MaxBurstDelay = 800
BigBurstFrequency = 4
FXList = INITIAL FX_StructureMediumCollapse
OCL = INITIAL OCL_StructureRubblePileLarge ; creates a rising pile of debris halfway-done
End
Geometry = BOX
GeometryMajorRadius = 176
GeometryMinorRadius = 95
GeometryHeight = 65
GeometryIsSmall = No
GeometryOffset = X:143 Y:59 Z:0
AdditionalGeometry = BOX
GeometryMajorRadius = 103
GeometryMinorRadius = 83
GeometryHeight = 98
GeometryIsSmall = No
GeometryOffset = X:144 Y:75 Z:62
Shadow = SHADOW_VOLUME
End
;------------------------------------------------------------
Object BlueMtnBanner
; *** ART Parameters ***
Draw = W3DScriptedModelDraw ModuleTag_01
DefaultModelConditionState
Model = BB_banner
End
End
; ***DESIGN parameters ***
DisplayName = OBJECT:Prop
EditorSorting = STRUCTURE
; *** AUDIO Parameters ***
SoundOnDamaged = BuildingLightDamageStone
SoundOnReallyDamaged = BuildingHeavyDamageStone
; *** ENGINEERING Parameters ***
KindOf = IMMOBILE UNATTACKABLE NOT_AUTOACQUIRABLE OPTIMIZED_PROP IGNORED_IN_GUI
Shadow = SHADOW_VOLUME
Body = ActiveBody ModuleTag_03
MaxHealth = 99999.0
End
Geometry = BOX
GeometryMajorRadius = 2
GeometryMinorRadius = 1
GeometryHeight = 1
GeometryIsSmall = Yes
End
;------------------------------------------------------------
Object BlueMtnBridge
; *** ART Parameters ***
Draw = W3DScriptedModelDraw ModuleTag_01
DefaultModelConditionState
Model = BB_bridge
End
End
; ***DESIGN parameters ***
DisplayName = OBJECT:Prop
EditorSorting = STRUCTURE
; *** ENGINEERING Parameters ***
KindOf = IMMOBILE UNATTACKABLE NOT_AUTOACQUIRABLE OPTIMIZED_PROP IGNORED_IN_GUI
Shadow = SHADOW_VOLUME
Body = ActiveBody ModuleTag_03
MaxHealth = 99999.0
End
Geometry = BOX
GeometryMajorRadius = 2
GeometryMinorRadius = 1
GeometryHeight = 100
GeometryIsSmall = Yes
End
;------------------------------------------------------------
Object BlueMtnWheel
; *** ART Parameters ***
Draw = W3DScriptedModelDraw ModuleTag_01
DefaultModelConditionState
Model = BB_wheel
End
End
; ***DESIGN parameters ***
DisplayName = OBJECT:Prop
EditorSorting = STRUCTURE
; *** AUDIO Parameters ***
SoundOnDamaged = BuildingLightDamageStone
SoundOnReallyDamaged = BuildingHeavyDamageStone
; *** ENGINEERING Parameters ***
KindOf = IMMOBILE UNATTACKABLE NOT_AUTOACQUIRABLE OPTIMIZED_PROP IGNORED_IN_GUI
Shadow = SHADOW_VOLUME
Body = ActiveBody ModuleTag_03
MaxHealth = 99999.0
End
Geometry = BOX
GeometryMajorRadius = 2.4
GeometryMinorRadius = 2.1
GeometryHeight = 4.8
GeometryIsSmall = Yes
End
;------------------------------------------------------------
Object BlueMtnWheel2
; *** ART Parameters ***
Draw = W3DScriptedModelDraw ModuleTag_01
DefaultModelConditionState
Model = BB_wheel2_SKN
End
IdleAnimationState
StateName = STATE_Idle
Animation = IdleA
AnimationName = BB_wheel2_SKL.BB_wheel2_IDLA
AnimationMode = ONCE
AnimationPriority = 10
End
Flags = RESTART_ANIM_WHEN_COMPLETE
;BeginScript
; Prev = CurDrawablePrevAnimationState()
; if Prev == "BeingConstructed" then
; Don't play completed sound when canceling build-in-progress or when
; destroyed halfway
; if not CurDrawableModelcondition( "DYING" ) then
; CurDrawablePlaySound("CampSoldierCompleteGeneric")
; end
; end
;EndScript
End
End
; ***DESIGN parameters ***
DisplayName = OBJECT:Prop
EditorSorting = STRUCTURE
; *** AUDIO Parameters ***
SoundOnDamaged = BuildingLightDamageStone
SoundOnReallyDamaged = BuildingHeavyDamageStone
; *** ENGINEERING Parameters ***
KindOf = IMMOBILE UNATTACKABLE NOT_AUTOACQUIRABLE OPTIMIZED_PROP IGNORED_IN_GUI
Shadow = SHADOW_VOLUME
Body = ActiveBody ModuleTag_03
MaxHealth = 99999.0
End
Geometry = BOX
GeometryMajorRadius = 2.4
GeometryMinorRadius = 2.1
GeometryHeight = 4.8
GeometryIsSmall = Yes
End
;------------------------------------------------------------
Object BlueMtnLadder
; *** ART Parameters ***
Draw = W3DScriptedModelDraw ModuleTag_01
DefaultModelConditionState
Model = BB_ladder
End
End
; ***DESIGN parameters ***
DisplayName = OBJECT:Prop
EditorSorting = STRUCTURE
; *** AUDIO Parameters ***
SoundOnDamaged = BuildingLightDamageStone
SoundOnReallyDamaged = BuildingHeavyDamageStone
; *** ENGINEERING Parameters ***
KindOf = IMMOBILE UNATTACKABLE NOT_AUTOACQUIRABLE OPTIMIZED_PROP IGNORED_IN_GUI
Shadow = SHADOW_VOLUME
Body = ActiveBody ModuleTag_03
MaxHealth = 99999.0
End
Geometry = BOX
GeometryMajorRadius = 2.4
GeometryMinorRadius = 2.1
GeometryHeight = 4.8
GeometryIsSmall = Yes
End
;------------------------------------------------------------
Object BlueMtnStep
; *** ART Parameters ***
Draw = W3DScriptedModelDraw ModuleTag_01
DefaultModelConditionState
Model = BB_step
End
End
; ***DESIGN parameters ***
DisplayName = OBJECT:Prop
EditorSorting = STRUCTURE
; *** AUDIO Parameters ***
SoundOnDamaged = BuildingLightDamageStone
SoundOnReallyDamaged = BuildingHeavyDamageStone
; *** ENGINEERING Parameters ***
KindOf = IMMOBILE UNATTACKABLE NOT_AUTOACQUIRABLE IGNORED_IN_GUI
Shadow = SHADOW_VOLUME
Body = ActiveBody ModuleTag_03
MaxHealth = 99999.0
End
Geometry = BOX
GeometryMajorRadius = 2.4
GeometryMinorRadius = 2.4
GeometryHeight = 4.8
GeometryIsSmall = Yes
End
;------------------------------------------------------------
Object BlueMtnEdgeBridge
; *** ART Parameters ***
Draw = W3DScriptedModelDraw ModuleTag_01
DefaultModelConditionState
Model = BB_edgebridge
End
End
; ***DESIGN parameters ***
DisplayName = OBJECT:Prop
EditorSorting = STRUCTURE
; *** ENGINEERING Parameters ***
KindOf = IMMOBILE UNATTACKABLE NOT_AUTOACQUIRABLE IGNORED_IN_GUI
Shadow = SHADOW_VOLUME
Body = ActiveBody ModuleTag_03
MaxHealth = 99999.0
End
Geometry = BOX
GeometryMajorRadius = 2.4
GeometryMinorRadius = 2.2
GeometryHeight = 4.8
GeometryIsSmall = Yes
End
;------------------------------------------------------------
Object BlueMtnPropTrack
; *** ART Parameters ***
Draw = W3DScriptedModelDraw ModuleTag_01
DefaultModelConditionState
Model = BB_proptrack
End
End
; ***DESIGN parameters ***
DisplayName = OBJECT:prop
EditorSorting = STRUCTURE
; *** AUDIO Parameters ***
SoundOnDamaged = BuildingLightDamageStone
SoundOnReallyDamaged = BuildingHeavyDamageStone
; *** ENGINEERING Parameters ***
KindOf = IMMOBILE UNATTACKABLE NOT_AUTOACQUIRABLE IGNORED_IN_GUI
Shadow = SHADOW_VOLUME
Body = ActiveBody ModuleTag_03
MaxHealth = 99999.0
End
Geometry = BOX
GeometryMajorRadius = 2.4
GeometryMinorRadius = 2.2
GeometryHeight = 4.8
GeometryIsSmall = Yes
End
;------------------------------------------------------------
Object BlueMtnMountain
; *** ART Parameters ***
Draw = W3DScriptedModelDraw ModuleTag_01
DefaultModelConditionState
Model = BB_mountain
End
AlphaCameraFadeOuterRadius = 600
AlphaCameraFadeInnerRadius = 250
AlphaCameraAtInnerRadius = 0%
End
; ***DESIGN parameters ***
DisplayName = OBJECT:Prop
EditorSorting = STRUCTURE
Side = Civilian
; *** ENGINEERING Parameters ***
KindOf = IMMOBILE UNATTACKABLE INERT IGNORED_IN_GUI ; note: INERT is important otherwise things will collide...
Geometry = BOX
GeometryMajorRadius = 400.0
GeometryMinorRadius = 50.0
GeometryHeight = 400.0
GeometryIsSmall = No
End
;------------------------------------------------------------
Object BlueMtnMountainLarge
; *** ART Parameters ***
Draw = W3DScriptedModelDraw ModuleTag_01
DefaultModelConditionState
Model = BB_mountainl
End
AlphaCameraFadeOuterRadius = 600
AlphaCameraFadeInnerRadius = 250
AlphaCameraAtInnerRadius = 0%
End
; ***DESIGN parameters ***
DisplayName = OBJECT:Prop
EditorSorting = STRUCTURE
Side = Civilian
; *** AUDIO Parameters ***
SoundOnDamaged = BuildingLightDamageStone
SoundOnReallyDamaged = BuildingHeavyDamageStone
; *** ENGINEERING Parameters ***
KindOf = IMMOBILE UNATTACKABLE INERT IGNORED_IN_GUI ; note: INERT is important otherwise things will collide...
Geometry = BOX
GeometryMajorRadius = 100.0
GeometryMinorRadius = 50.0
GeometryHeight = 400.0
GeometryIsSmall = No
End
;------------------------------------------------------------
Object BlueMtnMountainOpen
; *** ART Parameters ***
Draw = W3DScriptedModelDraw ModuleTag_01
DefaultModelConditionState
Model = BB_mountaino
End
AlphaCameraFadeOuterRadius = 600
AlphaCameraFadeInnerRadius = 250
AlphaCameraAtInnerRadius = 0%
End
; ***DESIGN parameters ***
DisplayName = OBJECT:Prop
EditorSorting = STRUCTURE
Side = Civilian
; *** AUDIO Parameters ***
SoundOnDamaged = BuildingLightDamageStone
SoundOnReallyDamaged = BuildingHeavyDamageStone
; *** ENGINEERING Parameters ***
KindOf = IMMOBILE UNATTACKABLE INERT IGNORED_IN_GUI ; note: INERT is important otherwise things will collide...
Geometry = BOX
GeometryMajorRadius = 100.0
GeometryMinorRadius = 50.0
GeometryHeight = 400.0
GeometryIsSmall = No
End
;------------------------------------------------------------
Object BlueMtnGateDoors
; *** ART Parameters ***
Draw = W3DScriptedModelDraw ModuleTag_01
DefaultModelConditionState
Model = BB_doors
End
End
; ***DESIGN parameters ***
DisplayName = OBJECT:BlueMountainGate
EditorSorting = STRUCTURE
; *** AUDIO Parameters ***
SoundOnDamaged = BuildingLightDamageStone
SoundOnReallyDamaged = BuildingHeavyDamageStone
; *** ENGINEERING Parameters ***
KindOf = IMMOBILE UNATTACKABLE NOT_AUTOACQUIRABLE
Shadow = SHADOW_VOLUME
Body = ActiveBody ModuleTag_03
MaxHealth = 99999.0
End
Geometry = BOX
GeometryMajorRadius = 2.4
GeometryMinorRadius = 2.4
GeometryHeight = 4.8
GeometryIsSmall = Yes
End
;------------------------------------------------------------
Object BlueMtnGodRay
; *** ART Parameters ***
Draw = W3DScriptedModelDraw ModuleTag_01
DefaultModelConditionState
Model = EXlgtshaftbig
End
End
; ***DESIGN parameters ***
DisplayName = OBJECT:bmgodray
EditorSorting = STRUCTURE
; *** ENGINEERING Parameters ***
KindOf = IMMOBILE UNATTACKABLE NOT_AUTOACQUIRABLE
Shadow = SHADOW_VOLUME
Body = ActiveBody ModuleTag_03
MaxHealth = 99999.0
End
Geometry = BOX
GeometryMajorRadius = 2
GeometryMinorRadius = 1
GeometryHeight = 1
GeometryIsSmall = Yes
End
;------------------------------------------------------------
Object BlueMtnRubble
; *** ART Parameters ***
Draw = W3DScriptedModelDraw ModuleTag_01
DefaultModelConditionState
Model = BB_rubble
End
End
; ***DESIGN parameters ***
DisplayName = OBJECT:Prop
EditorSorting = STRUCTURE
; *** ENGINEERING Parameters ***
KindOf = IMMOBILE UNATTACKABLE NOT_AUTOACQUIRABLE OPTIMIZED_PROP IGNORED_IN_GUI
Shadow = SHADOW_VOLUME
Body = ActiveBody ModuleTag_03
MaxHealth = 99999.0
End
Geometry = BOX
GeometryMajorRadius = 2
GeometryMinorRadius = 1
GeometryHeight = 1
GeometryIsSmall = Yes
End
;------------------------------------------------------------
Object BlueMtnRubble2
; *** ART Parameters ***
Draw = W3DScriptedModelDraw ModuleTag_01
DefaultModelConditionState
Model = BB_rubble2
End
End
; ***DESIGN parameters ***
DisplayName = OBJECT:Prop
EditorSorting = STRUCTURE
; *** ENGINEERING Parameters ***
KindOf = IMMOBILE UNATTACKABLE NOT_AUTOACQUIRABLE OPTIMIZED_PROP IGNORED_IN_GUI
Shadow = SHADOW_VOLUME
Body = ActiveBody ModuleTag_03
MaxHealth = 99999.0
End
Geometry = BOX
GeometryMajorRadius = 2
GeometryMinorRadius = 1
GeometryHeight = 1
GeometryIsSmall = Yes
End
;------------------------------------------------------------
Object BlueMtnSecret
; *** ART Parameters ***
Draw = W3DScriptedModelDraw ModuleTag_01
OkToChangeModelColor = Yes
;StaticModelLODMode = yes
DefaultModelConditionState
Model = BB_Secret
End
; ---------- destruction states
ModelConditionState = DAMAGED
Model = BB_Secret
ParticleSysBone DUSTBONE01 FireBuildingSmall
ParticleSysBone DUSTBONE02 FireBuildingSmall
ParticleSysBone DUSTBONE03 FireBuildingSmall
ParticleSysBone FireMedium01 FireBuildingMedium
ParticleSysBone FireMedium02 FireBuildingMedium
ParticleSysBone FireLarge01 FireBuildingLarge
ParticleSysBone SmokeLarge01 SmokeBuildingLarge
End
ModelConditionState = REALLYDAMAGED
Model = BB_Secret
ParticleSysBone DUSTBONE01 FireBuildingSmall
ParticleSysBone DUSTBONE02 FireBuildingSmall
ParticleSysBone DUSTBONE03 FireBuildingSmall
ParticleSysBone FireMedium01 FireBuildingMedium
ParticleSysBone FireMedium02 FireBuildingMedium
ParticleSysBone FireLarge01 FireBuildingLarge
End
ModelConditionState = RUBBLE
Model = BB_Secret_D3
ParticleSysBone SmokeLarge01 SmokeBuildingLarge
End
AnimationState = RUBBLE
Animation = RubbleAnimation
AnimationName = BB_Secret_D3.BB_Secret_D3
AnimationMode = ONCE
End
End
ModelConditionState = POST_RUBBLE
Model = None
ParticleSysBone NONE SmokeBuildingMediumRubble
End
ModelConditionState = POST_COLLAPSE
Model = None
ParticleSysBone NONE SmokeBuildingMediumRubble
End
End
; *** AUDIO Parameters ***
SoundOnDamaged = BuildingLightDamageStone
SoundOnReallyDamaged = BuildingHeavyDamageStone
; ***DESIGN parameters ***
DisplayName = OBJECT:Prop
EditorSorting = STRUCTURE
ArmorSet
Conditions = None
Armor = NoArmor
DamageFX = None
End
; *** ENGINEERING Parameters ***
KindOf = STRUCTURE IMMOBILE SELECTABLE IGNORED_IN_GUI
RadarPriority = STRUCTURE
Body = ActiveBody ModuleTag_03
MaxHealth = 2000.0
MaxHealthDamaged = 1500.0
MaxHealthReallyDamaged = 1000.0
End
; Note that structures with "RUBBLE" states should not use DestroyDie; such buildings are
; never truly destroyed, even when reduced to zero health. Also note that garrisonable
; buildings automatically stick around because GarrisonContain has it's own DieModule
Behavior = SlowDeathBehavior ModuleTag_SlowDeathWithoutRubble
DestructionDelay = 2500
End
Behavior = StructureCollapseUpdate ModuleTag_08
MinCollapseDelay = 000
MaxCollapseDelay = 000
CollapseDamping = .5
MaxShudder = 0.6
MinBurstDelay = 250
MaxBurstDelay = 800
BigBurstFrequency = 4
FXList = INITIAL FX_StructureMediumCollapse
FXList = ALMOST_FINAL FX_StructureAlmostCollapse
DestroyObjectWhenDone = Yes
CollapseHeight = 155
End
Geometry = BOX
GeometryMajorRadius = 160
GeometryMinorRadius = 70
GeometryHeight = 202
GeometryIsSmall = No
GeometryOffset = X:13 Y:-6.5 Z:0
Shadow = SHADOW_VOLUME
End
;-------------------
Object BlueMountainsGateDoors
SelectPortrait = BPCEreborGate
; *** ART Parameters ***
Draw = W3DScriptedModelDraw ModuleTag_Draw
OkToChangeModelColor = Yes
UseStandardModelNames = Yes
DefaultModelConditionState
Model = EB_doors
End
ModelConditionState = DAMAGED
Model = EB_doors_D1
End
ModelConditionState = REALLYDAMAGED
Model = EB_doors_D1
End
ModelConditionState = COLLAPSING DOOR_1_OPENING
Model = EB_doors_D4
End
AnimationState = COLLAPSING DOOR_1_OPENING
Animation = RubbleAnimation
AnimationName = EB_doors_D4.EB_doors_D4
AnimationMode = ONCE
End
End
ModelConditionState = COLLAPSING
Model = EB_doors_D3
End
AnimationState = COLLAPSING
Animation = RubbleAnimation
AnimationName = EB_doors_D3.EB_doors_D3
AnimationMode = ONCE
End
EnteringStateFX = FX_BuildingSinkSound
End
AnimationState = DOOR_1_OPENING
StateName = STATE_Open
Animation = Open
AnimationName = EB_doors_SKL.EB_doors_OPN
AnimationMode = ONCE
AnimationBlendTime = 0
End
Flags = START_FRAME_LAST
BeginScript
Prev = CurDrawablePrevAnimationState()
if Prev == "STATE_Closed" then CurDrawableSetTransitionAnimState("TRANS_Closed_To_Open") end
EndScript
End
TransitionState = TRANS_Closed_To_Open
Animation = Open
AnimationName = EB_doors_SKL.EB_doors_OPN
AnimationMode = ONCE
End
End
AnimationState = DOOR_1_CLOSING
StateName = STATE_Closed
Animation = Close
AnimationName = EB_doors_SKL.EB_doors_OPN
AnimationMode = ONCE_BACKWARDS
AnimationBlendTime = 0
End
Flags = START_FRAME_FIRST
BeginScript
Prev = CurDrawablePrevAnimationState()
if Prev == "STATE_Open" then CurDrawableSetTransitionAnimState("TRANS_Open_To_Closed") end
EndScript
End
TransitionState = TRANS_Open_To_Closed
Animation = Open
AnimationName = EB_doors_SKL.EB_doors_OPN
AnimationMode = ONCE_BACKWARDS
End
Flags = START_FRAME_LAST
End
ModelConditionState = RUBBLE
Model = None
End
AnimationState = RUBBLE
End
ModelConditionState = POST_RUBBLE
Model = NONE
ParticleSysBone NONE SmokeBuildingMediumRubble
End
ModelConditionState = POST_COLLAPSE
Model = None
ParticleSysBone NONE SmokeBuildingMediumRubble
End
End
; *** AUDIO Parameters ***
VoiceSelect = GateSelect
SoundOnDamaged = BuildingLightDamageStone
SoundOnReallyDamaged = BuildingHeavyDamageStone
; ***DESIGN parameters ***
DisplayName = OBJECT:EreaborMainDoor
EditorSorting = STRUCTURE
ThreatLevel = 1.0
VisionRange = 400.0 ; Shroud clearing distance
ArmorSet
Conditions = None
Armor = BlueMountainGateArmor
DamageFX = GateDamageFX
End
CommandSet = CastleGateCommandSet
; *** ENGINEERING Parameters ***
KindOf = STRUCTURE IMMOBILE SELECTABLE
Body = ActiveBody ModuleTag_02
MaxHealth = 1000.0
End
; Note that structures with "RUBBLE" states should not use DestroyDie; such buildings are
; never truly destroyed, even when reduced to zero health. Also note that garrisonable
; buildings automatically stick around because GarrisonContain has it's own DieModule
Behavior = KeepObjectDie ModuleTag_IWantRubble
CollapsingTime = 10000
End
ClientBehavior = AnimationSoundClientBehavior ModuleTag_AnimAudioBehavior
MaxUpdateRangeCap = 800
AnimationSound = Sound: MinisTirithGateDie Animation:GBMgatedoorSKL.GBMgatedoorA3 Frames: 1
End
; Behavior = TransitionDamageFX ModleTag_hideBustedDoors
; PristineShowSubObject EBGATEDOORL EBGATEDOORR
; PristineHideSubObject EBGATEDOORR_D1 EBGATEDOORL_D1
;
; DamagedShowSubObject EBGATEDOORR_D1 EBGATEDOORL_D1
; DamagedHideSubObject EBGATEDOORR EBGATEDOORL
;
; ReallyDamagedShowSubObject EBGATEDOORR_D1 EBGATEDOORR_D1
; ReallyDamagedHideSubObject EBGATEDOORR EBGATEDOORL
;
; DamagedFXList1 = Loc: X:0 Y:0 Z:0 FXList:FX_BasicSevereScreenShake
; ReallyDamagedFXList1 = Loc: X:0 Y:0 Z:0 FXList:FX_BasicSevereScreenShake
; RubbleFXList1 = Loc: X:0 Y:0 Z:0 FXList:FX_HelmsDeepGateRubble
; End
Behavior = GateOpenAndCloseBehavior ModuleTag_GATE
ResetTimeInMilliseconds = 5000 ; important! this must be longer than the gates animation, ir it will twitch
OpenByDefault = Yes
PercentOpenForPathing = 50
;Proxy = IsengardOrthancDoorProxy
SoundOpeningGateLoop = GateOpenStart
SoundClosingGateLoop = GateCloseStart
SoundFinishedOpeningGate = GateOpenEnd
SoundFinishedClosingGate = GateCloseEnd
TimeBeforePlayingOpenSound = 9500
TimeBeforePlayingClosedSound = 9500
End
Geometry = BOX
GeometryMajorRadius = 130.0
GeometryMinorRadius = 7.5
GeometryHeight = 140
GeometryName = Closed
GeometryIsSmall = No
AdditionalGeometry = BOX
GeometryMajorRadius = 7.5
GeometryMinorRadius = 130
GeometryHeight = 140
GeometryOffset = X:-115 Y:68 Z:0
GeometryName = OpenLeft
AdditionalGeometry = BOX
GeometryMajorRadius = 7.5
GeometryMinorRadius = 130
GeometryHeight = 140
GeometryOffset = X:115 Y:68 Z:0
GeometryName = OpenRight
GeometryContactPoint = X:28 Y:-58 Z:0 Ram
GeometryContactPoint = X:14 Y:-58 Z:56
GeometryContactPoint = X:0 Y:-58 Z:0
GeometryContactPoint = X:0 Y:-28 Z:56
GeometryContactPoint = X:0 Y:0 Z:0 Ram
GeometryContactPoint = X:0 Y:28 Z:56
GeometryContactPoint = X:0 Y:58 Z:0
GeometryContactPoint = X:14 Y:58 Z:56
GeometryContactPoint = X:28 Y:58 Z:0 Ram
Shadow = SHADOW_VOLUME
End
;------------------------------------------------------------------------------
Object BlueMountainBridge
; SelectPortrait = BPRHelmsDeep
; *** ART Parameters ***
Draw = W3DScriptedModelDraw ModuleTag_Draw
OkToChangeModelColor = Yes
UseStandardModelNames = Yes
StaticModelLODMode = yes ; Will append M or L to the skin name depending on GameLOD
DefaultModelConditionState
Model = BMBridge
End
End
; ***DESIGN parameters ***
DisplayName = OBJECT:BMBridge
Side = Civilian
EditorSorting = STRUCTURE
Browser = REGION Shire STRUCTURE
ThreatLevel = 1.0
BuildCost = 500
BuildTime = 15.0 ; in seconds
VisionRange = 160.0 ; Shroud clearing distance
ShroudClearingRange = 160
; *** AUDIO Parameters ***
SoundOnDamaged = BuildingLightDamageStone
SoundOnReallyDamaged = BuildingHeavyDamageStone
; *** ENGINEERING Parameters ***
RadarPriority = NOT_ON_RADAR
KindOf = PRELOAD NO_COLLIDE IMMOBILE CHUNK_VENDOR NOT_AUTOACQUIRABLE SELECTABLE CAN_CAST_REFLECTIONS
Body = ActiveBody ModuleTag_05
MaxHealth = 1000.0
MaxHealthDamaged = 700.0
MaxHealthReallyDamaged = 300.0
End
ArmorSet
Conditions = None
Armor = HelmsDeepGates
DamageFX = GateDamageFX
End
Behavior = StructureCollapseUpdate ModuleTag_08
MinCollapseDelay = 000
MaxCollapseDelay = 000
CollapseDamping = .5
MaxShudder = 0.6
MinBurstDelay = 250
MaxBurstDelay = 800
BigBurstFrequency = 4
FXList = INITIAL FX_StructureMediumCollapse
FXList = ALMOST_FINAL FX_StructureAlmostCollapse
DestroyObjectWhenDone = Yes
CollapseHeight = 155
End
AttackContactPoint = X:-24 Y:-24 Z:92
Geometry = BOX
GeometryMajorRadius = 200
GeometryMinorRadius = 150
GeometryHeight = 50
GeometryOffset = X:0 Y:0 Z:0
GeometryIsSmall = NO
Shadow = SHADOW_VOLUME
End