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Text File  |  2006-01-31  |  61KB  |  2,250 lines

  1.  
  2.  
  3.  
  4. ;------------------------------------------------------------------------------ 
  5. ;Fornost Wall 1
  6. Object ForBWall1
  7.  
  8. ;    SelectPortrait = BPRHelmsDeep
  9.  
  10.   ; *** ART Parameters ***
  11. ;  SelectPortrait         = SNReactor_L
  12. ;  ButtonImage            = SNReactor
  13.   ;day
  14.  
  15.   Draw = W3DScriptedModelDraw ModuleTag_Draw
  16.     OkToChangeModelColor  = Yes
  17.     UseStandardModelNames = Yes
  18.  
  19.     DefaultModelConditionState
  20.       Model = ForBWall1        
  21.     End
  22.     
  23.     WallBoundsMesh = P1
  24.     ;RampMesh1 = P2
  25.     ;RampMesh2 = P3   
  26.     
  27.   End
  28.  
  29.   ; ***DESIGN parameters ***
  30.   DisplayName         = OBJECT:Prop
  31.   Side                = Civilian
  32.   EditorSorting       = STRUCTURE
  33.   Browser = REGION Minas_Morgul STRUCTURE
  34.   ThreatLevel = 1.0
  35.  
  36.   BuildCost           = 500
  37.   BuildTime           = 15.0           ; in seconds
  38.   VisionRange         = 160.0          ; Shroud clearing distance
  39.   ShroudClearingRange = 160
  40.  
  41. ;  CommandSet          = GondorBarracksCommandSet
  42.  
  43.   ; *** AUDIO Parameters ***
  44.  
  45.       SoundOnDamaged            = BuildingLightDamageStone
  46.     SoundOnReallyDamaged    = BuildingHeavyDamageStone
  47.  
  48.     UnitSpecificSounds
  49.         UnderConstruction        = WallConstructionLoop  ; Built first time
  50.         ; UnderRepairFromDamage    = NoSound                    ; Repaired No animation on the building, so don't bother playing sound
  51.         UnderRepairFromRubble    = WallConstructionLoop    ; Repaired from completely destroyed (not used???)
  52.     End
  53.  
  54.     ; *** ENGINEERING Parameters ***
  55.  
  56.     RadarPriority       = NOT_ON_RADAR
  57.     KindOf              = PRELOAD STRUCTURE IMMOBILE CHUNK_VENDOR  NOT_AUTOACQUIRABLE SELECTABLE  IGNORED_IN_GUI WALK_ON_TOP_OF_WALL  WALL_SEGMENT IGNORED_IN_GUI
  58.  
  59.     Body                        = ActiveBody ModuleTag_05
  60.         MaxHealth                = 3500.0
  61.         MaxHealthDamaged        = 1700.0
  62.         MaxHealthReallyDamaged  = 800.0
  63.     End
  64.  
  65.     ArmorSet
  66.         Conditions        = None
  67.         Armor             = FornostWalls
  68.         DamageFX          = GateDamageFX
  69.     End
  70.  
  71.     Behavior = ProductionUpdate ModuleTag_06
  72.         ; nothing
  73.     End
  74.   
  75.     Behavior                  = StructureCollapseUpdate ModuleTag_08
  76.         MinCollapseDelay        = 000
  77.         MaxCollapseDelay        = 000
  78.         CollapseDamping         = .5
  79.         MaxShudder              = 0.6
  80.         MinBurstDelay           = 250
  81.         MaxBurstDelay           = 800
  82.         BigBurstFrequency       = 4
  83.         FXList                  = INITIAL   FX_StructureMediumCollapse
  84.         FXList                  = ALMOST_FINAL  FX_StructureAlmostCollapse
  85.         DestroyObjectWhenDone    = Yes
  86.         CollapseHeight            = 155
  87.     End
  88.   
  89.     AttackContactPoint = X:-24 Y:-24 Z:92
  90.  
  91.     Geometry              = BOX
  92.     GeometryMajorRadius   = 80.0
  93.     GeometryMinorRadius   = 40.0
  94.     GeometryHeight        = 60.0
  95. ;    GeometryOffset        = X:0 Y:0 Z:0
  96.     GeometryRotationAnchorOffset = X:0.0 Y:0.0    
  97.     
  98.  
  99.     GeometryIsSmall       = No
  100.       
  101.     Shadow                = SHADOW_VOLUME
  102.  
  103. End
  104.  
  105.  
  106.  
  107. ;------------------------------------------------------------------------------ 
  108. ;Fornost Wall 2
  109. Object ForBWall2
  110.  
  111. ;    SelectPortrait = BPRHelmsDeep
  112.  
  113.   ; *** ART Parameters ***
  114. ;  SelectPortrait         = SNReactor_L
  115. ;  ButtonImage            = SNReactor
  116.   ;day
  117.  
  118.   Draw = W3DScriptedModelDraw ModuleTag_Draw
  119.     OkToChangeModelColor  = Yes
  120.     UseStandardModelNames = Yes
  121.  
  122.     DefaultModelConditionState
  123.       Model = ForBWall2    
  124.     End
  125.     
  126.     WallBoundsMesh = P1
  127.     ;RampMesh1 = P2
  128.     ;RampMesh2 = P3   
  129.     
  130.   End
  131.  
  132.   ; ***DESIGN parameters ***
  133.   DisplayName         = OBJECT:Prop
  134.   Side                = Civilian
  135.   EditorSorting       = STRUCTURE
  136.   Browser = REGION Minas_Morgul STRUCTURE
  137.   ThreatLevel = 1.0
  138.  
  139.   BuildCost           = 500
  140.   BuildTime           = 15.0           ; in seconds
  141.   VisionRange         = 160.0          ; Shroud clearing distance
  142.   ShroudClearingRange = 160
  143.  
  144. ;  CommandSet          = GondorBarracksCommandSet
  145.  
  146.   ; *** AUDIO Parameters ***
  147.  
  148.       SoundOnDamaged            = BuildingLightDamageStone
  149.     SoundOnReallyDamaged    = BuildingHeavyDamageStone
  150.  
  151.     UnitSpecificSounds
  152.         UnderConstruction        = WallConstructionLoop  ; Built first time
  153.         ; UnderRepairFromDamage    = NoSound                    ; Repaired No animation on the building, so don't bother playing sound
  154.         UnderRepairFromRubble    = WallConstructionLoop    ; Repaired from completely destroyed (not used???)
  155.     End
  156.  
  157.     ; *** ENGINEERING Parameters ***
  158.  
  159.     RadarPriority       = NOT_ON_RADAR
  160.     KindOf              = PRELOAD STRUCTURE IMMOBILE CHUNK_VENDOR  NOT_AUTOACQUIRABLE SELECTABLE  IGNORED_IN_GUI WALK_ON_TOP_OF_WALL  WALL_SEGMENT
  161.  
  162.     Body                        = ActiveBody ModuleTag_05
  163.         MaxHealth                = 3500.0
  164.         MaxHealthDamaged        = 1700.0
  165.         MaxHealthReallyDamaged  = 800.0
  166.     End
  167.  
  168.     ArmorSet
  169.         Conditions        = None
  170.         Armor             = FornostWalls  
  171.         DamageFX          = GateDamageFX
  172.     End
  173.  
  174.     Behavior = ProductionUpdate ModuleTag_06
  175.         ; nothing
  176.     End
  177.   
  178.     Behavior                  = StructureCollapseUpdate ModuleTag_08
  179.         MinCollapseDelay        = 000
  180.         MaxCollapseDelay        = 000
  181.         CollapseDamping         = .5
  182.         MaxShudder              = 0.6
  183.         MinBurstDelay           = 250
  184.         MaxBurstDelay           = 800
  185.         BigBurstFrequency       = 4
  186.         FXList                  = INITIAL   FX_StructureMediumCollapse
  187.         FXList                  = ALMOST_FINAL  FX_StructureAlmostCollapse
  188.         DestroyObjectWhenDone    = Yes
  189.         CollapseHeight            = 155
  190.     End
  191.   
  192.     AttackContactPoint = X:-24 Y:-24 Z:92
  193.  
  194.     Geometry              = BOX
  195.     GeometryMajorRadius   = 45.0
  196.     GeometryMinorRadius   = 40.0
  197.     GeometryHeight        = 60.0
  198. ;    GeometryOffset        = X:0 Y:0 Z:0
  199.     GeometryRotationAnchorOffset = X:0.0 Y:0.0    
  200.     
  201.  
  202.     GeometryIsSmall       = No
  203.       
  204.     Shadow                = SHADOW_VOLUME
  205.  
  206. End
  207.  
  208.  
  209.  
  210.  
  211.  
  212. ;------------------------------------------------------------------------------ 
  213. ;Fornost Wall 3
  214. Object ForBWall3
  215.  
  216. ;    SelectPortrait = BPRHelmsDeep
  217.  
  218.   ; *** ART Parameters ***
  219. ;  SelectPortrait         = SNReactor_L
  220. ;  ButtonImage            = SNReactor
  221.   ;day
  222.  
  223.   Draw = W3DScriptedModelDraw ModuleTag_Draw
  224.     OkToChangeModelColor  = Yes
  225.     UseStandardModelNames = Yes
  226.  
  227.     DefaultModelConditionState
  228.       Model = ForBWall3    
  229.     End
  230.     
  231.     WallBoundsMesh = P1
  232.     ;RampMesh1 = P2
  233.     ;RampMesh2 = P3   
  234.     
  235.   End
  236.  
  237.   ; ***DESIGN parameters ***
  238.   DisplayName         = OBJECT:Prop
  239.   Side                = Civilian
  240.   EditorSorting       = STRUCTURE
  241.   Browser = REGION Minas_Morgul STRUCTURE
  242.   ThreatLevel = 1.0
  243.  
  244.   BuildCost           = 500
  245.   BuildTime           = 15.0           ; in seconds
  246.   VisionRange         = 160.0          ; Shroud clearing distance
  247.   ShroudClearingRange = 160
  248.  
  249. ;  CommandSet          = GondorBarracksCommandSet
  250.  
  251.   ; *** AUDIO Parameters ***
  252.  
  253.       SoundOnDamaged            = BuildingLightDamageStone
  254.     SoundOnReallyDamaged    = BuildingHeavyDamageStone
  255.  
  256.     UnitSpecificSounds
  257.         UnderConstruction        = WallConstructionLoop  ; Built first time
  258.         ; UnderRepairFromDamage    = NoSound                    ; Repaired No animation on the building, so don't bother playing sound
  259.         UnderRepairFromRubble    = WallConstructionLoop    ; Repaired from completely destroyed (not used???)
  260.     End
  261.  
  262.     ; *** ENGINEERING Parameters ***
  263.  
  264.     RadarPriority       = NOT_ON_RADAR
  265.     KindOf              = PRELOAD STRUCTURE IMMOBILE CHUNK_VENDOR  NOT_AUTOACQUIRABLE SELECTABLE   IGNORED_IN_GUI WALK_ON_TOP_OF_WALL  WALL_SEGMENT
  266.  
  267.     Body                        = ActiveBody ModuleTag_05
  268.         MaxHealth                = 3500.0
  269.         MaxHealthDamaged        = 1700.0
  270.         MaxHealthReallyDamaged  = 800.0
  271.     End
  272.  
  273.     ArmorSet
  274.         Conditions        = None
  275.         Armor             = FornostWalls
  276.         DamageFX          = GateDamageFX
  277.     End
  278.  
  279.     Behavior = ProductionUpdate ModuleTag_06
  280.         ; nothing
  281.     End
  282.   
  283.     Behavior                  = StructureCollapseUpdate ModuleTag_08
  284.         MinCollapseDelay        = 000
  285.         MaxCollapseDelay        = 000
  286.         CollapseDamping         = .5
  287.         MaxShudder              = 0.6
  288.         MinBurstDelay           = 250
  289.         MaxBurstDelay           = 800
  290.         BigBurstFrequency       = 4
  291.         FXList                  = INITIAL   FX_StructureMediumCollapse
  292.         FXList                  = ALMOST_FINAL  FX_StructureAlmostCollapse
  293.         DestroyObjectWhenDone    = Yes
  294.         CollapseHeight            = 155
  295.     End
  296.   
  297.     AttackContactPoint = X:-24 Y:-24 Z:92
  298.  
  299.     Geometry              = BOX
  300.     GeometryMajorRadius   = 50.0
  301.     GeometryMinorRadius   = 50.0
  302.     GeometryHeight        = 60.0
  303. ;    GeometryOffset        = X:0 Y:0 Z:0
  304.     GeometryRotationAnchorOffset = X:0.0 Y:0.0    
  305.     
  306.  
  307.     GeometryIsSmall       = No
  308.       
  309.     Shadow                = SHADOW_VOLUME
  310.  
  311. End
  312.  
  313.  
  314.  
  315.  
  316.  
  317.  
  318.  
  319. ;------------------------------------------------------------------------------ 
  320. ;Fornost Wall 4
  321. Object ForBWall4
  322.  
  323. ;    SelectPortrait = BPRHelmsDeep
  324.  
  325.   ; *** ART Parameters ***
  326. ;  SelectPortrait         = SNReactor_L
  327. ;  ButtonImage            = SNReactor
  328.   ;day
  329.  
  330.   Draw = W3DScriptedModelDraw ModuleTag_Draw
  331.     OkToChangeModelColor  = Yes
  332.     UseStandardModelNames = Yes
  333.  
  334.     DefaultModelConditionState
  335.       Model = ForBWall4    
  336.     End
  337.     
  338.     WallBoundsMesh = P1
  339.     ;RampMesh1 = P2
  340.     ;RampMesh2 = P3   
  341.     
  342.   End
  343.  
  344.   ; ***DESIGN parameters ***
  345.   DisplayName         = OBJECT:Prop
  346.   Side                = Civilian
  347.   EditorSorting       = STRUCTURE
  348.   Browser = REGION Minas_Morgul STRUCTURE
  349.   ThreatLevel = 1.0
  350.  
  351.   BuildCost           = 500
  352.   BuildTime           = 15.0           ; in seconds
  353.   VisionRange         = 160.0          ; Shroud clearing distance
  354.   ShroudClearingRange = 160
  355.  
  356. ;  CommandSet          = GondorBarracksCommandSet
  357.  
  358.   ; *** AUDIO Parameters ***
  359.  
  360.       SoundOnDamaged            = BuildingLightDamageStone
  361.     SoundOnReallyDamaged    = BuildingHeavyDamageStone
  362.  
  363.     UnitSpecificSounds
  364.         UnderConstruction        = WallConstructionLoop  ; Built first time
  365.         ; UnderRepairFromDamage    = NoSound                    ; Repaired No animation on the building, so don't bother playing sound
  366.         UnderRepairFromRubble    = WallConstructionLoop    ; Repaired from completely destroyed (not used???)
  367.     End
  368.  
  369.     ; *** ENGINEERING Parameters ***
  370.  
  371.     RadarPriority       = NOT_ON_RADAR
  372.     KindOf              = PRELOAD STRUCTURE IMMOBILE CHUNK_VENDOR  NOT_AUTOACQUIRABLE SELECTABLE IGNORED_IN_GUI WALK_ON_TOP_OF_WALL  WALL_SEGMENT
  373.  
  374.     Body                        = ActiveBody ModuleTag_05
  375.         MaxHealth                = 3500.0
  376.         MaxHealthDamaged        = 1700.0
  377.         MaxHealthReallyDamaged  = 800.0
  378.     End
  379.  
  380.     ArmorSet
  381.         Conditions        = None
  382.         Armor             = FornostWalls
  383.         DamageFX          = GateDamageFX
  384.     End
  385.  
  386.     Behavior = ProductionUpdate ModuleTag_06
  387.         ; nothing
  388.     End
  389.   
  390.     Behavior                  = StructureCollapseUpdate ModuleTag_08
  391.         MinCollapseDelay        = 000
  392.         MaxCollapseDelay        = 000
  393.         CollapseDamping         = .5
  394.         MaxShudder              = 0.6
  395.         MinBurstDelay           = 250
  396.         MaxBurstDelay           = 800
  397.         BigBurstFrequency       = 4
  398.         FXList                  = INITIAL   FX_StructureMediumCollapse
  399.         FXList                  = ALMOST_FINAL  FX_StructureAlmostCollapse
  400.         DestroyObjectWhenDone    = Yes
  401.         CollapseHeight            = 155
  402.     End
  403.   
  404.     AttackContactPoint = X:-24 Y:-24 Z:92
  405.  
  406.     Geometry              = BOX
  407.     GeometryMajorRadius   = 90.0
  408.     GeometryMinorRadius   = 55.0
  409.     GeometryHeight        = 60.0
  410. ;    GeometryOffset        = X:0 Y:0 Z:0
  411.     GeometryRotationAnchorOffset = X:0.0 Y:0.0    
  412.     
  413.  
  414.     GeometryIsSmall       = No
  415.       
  416.     Shadow                = SHADOW_VOLUME
  417.  
  418. End
  419.  
  420.  
  421.  
  422.  
  423.  
  424. ;------------------------------------------------------------------------------ 
  425. ;Fornost Wall 5
  426. Object ForBWall5
  427.  
  428. ;    SelectPortrait = BPRHelmsDeep
  429.  
  430.   ; *** ART Parameters ***
  431. ;  SelectPortrait         = SNReactor_L
  432. ;  ButtonImage            = SNReactor
  433.   ;day
  434.  
  435.   Draw = W3DScriptedModelDraw ModuleTag_Draw
  436.     OkToChangeModelColor  = Yes
  437.     UseStandardModelNames = Yes
  438.  
  439.     DefaultModelConditionState
  440.       Model = ForBWall5    
  441.     End
  442.     
  443.     ;WallBoundsMesh = P1
  444.     ;RampMesh1 = P2
  445.     ;RampMesh2 = P3   
  446.     
  447.   End
  448.  
  449.   ; ***DESIGN parameters ***
  450.   DisplayName         = OBJECT:Prop
  451.   Side                = Civilian
  452.   EditorSorting       = STRUCTURE
  453.   Browser = REGION Minas_Morgul STRUCTURE
  454.   ThreatLevel = 1.0
  455.  
  456.   BuildCost           = 500
  457.   BuildTime           = 15.0           ; in seconds
  458.   VisionRange         = 160.0          ; Shroud clearing distance
  459.   ShroudClearingRange = 160
  460.  
  461. ;  CommandSet          = GondorBarracksCommandSet
  462.  
  463.   ; *** AUDIO Parameters ***
  464.  
  465.       SoundOnDamaged            = BuildingLightDamageStone
  466.     SoundOnReallyDamaged    = BuildingHeavyDamageStone
  467.  
  468.     UnitSpecificSounds
  469.         UnderConstruction        = WallConstructionLoop  ; Built first time
  470.         ; UnderRepairFromDamage    = NoSound                    ; Repaired No animation on the building, so don't bother playing sound
  471.         UnderRepairFromRubble    = WallConstructionLoop    ; Repaired from completely destroyed (not used???)
  472.     End
  473.  
  474.     ; *** ENGINEERING Parameters ***
  475.  
  476.     RadarPriority       = NOT_ON_RADAR
  477.     KindOf              = PRELOAD STRUCTURE IMMOBILE CHUNK_VENDOR  NOT_AUTOACQUIRABLE SELECTABLE  IGNORED_IN_GUI WALL_SEGMENT SCALEABLE_WALL
  478.  
  479.     Body                        = ActiveBody ModuleTag_05
  480.         MaxHealth                = 3500.0
  481.         MaxHealthDamaged        = 1700.0
  482.         MaxHealthReallyDamaged  = 800.0
  483.     End
  484.  
  485.     ArmorSet
  486.         Conditions        = None
  487.         Armor             = FornostWalls
  488.         DamageFX          = GateDamageFX
  489.     End
  490.  
  491.     Behavior = ProductionUpdate ModuleTag_06
  492.         ; nothing
  493.     End
  494.   
  495.     Behavior                  = StructureCollapseUpdate ModuleTag_08
  496.         MinCollapseDelay        = 000
  497.         MaxCollapseDelay        = 000
  498.         CollapseDamping         = .5
  499.         MaxShudder              = 0.6
  500.         MinBurstDelay           = 250
  501.         MaxBurstDelay           = 800
  502.         BigBurstFrequency       = 4
  503.         FXList                  = INITIAL   FX_StructureMediumCollapse
  504.         FXList                  = ALMOST_FINAL  FX_StructureAlmostCollapse
  505.         DestroyObjectWhenDone    = Yes
  506.         CollapseHeight            = 155
  507.     End
  508.   
  509.     AttackContactPoint = X:-24 Y:-24 Z:92
  510.  
  511.     Geometry              = BOX
  512.     GeometryMajorRadius   = 10.0
  513.     GeometryMinorRadius   = 80.0
  514.     GeometryHeight        = 60.0
  515. ;    GeometryOffset        = X:0 Y:0 Z:0
  516.     GeometryRotationAnchorOffset = X:0.0 Y:0.0    
  517.     
  518.  
  519.     GeometryIsSmall       = No
  520.       
  521.     Shadow                = SHADOW_VOLUME
  522.  
  523. End
  524.  
  525.  
  526.  
  527. ;------------------------------------------------------------------------------ 
  528. ;Fornost Wall 5
  529. Object ForBWallPosternGate
  530.  
  531. ;    SelectPortrait = BPRHelmsDeep
  532.  
  533.   ; *** ART Parameters ***
  534. ;  SelectPortrait         = SNReactor_L
  535. ;  ButtonImage            = SNReactor
  536.   ;day
  537.  
  538.   Draw = W3DScriptedModelDraw ModuleTag_Draw
  539.     OkToChangeModelColor  = Yes
  540.     UseStandardModelNames = Yes
  541.  
  542.         ExtraPublicBone = Post01
  543.         ExtraPublicBone = Post02
  544.         ExtraPublicBone = Post03
  545.         ExtraPublicBone = Post04
  546.         
  547.     DefaultModelConditionState
  548.       Model = ForBWall5_PG    
  549.     End
  550.     
  551.     ;WallBoundsMesh = P1
  552.     ;RampMesh1 = P2
  553.     ;RampMesh2 = P3   
  554.     
  555.   End
  556.   
  557.   Draw = W3DScriptedModelDraw ModuleTag_WallDraw
  558.  
  559.         ; Don't want to change the hidden state of this when the postern gate is stealthed.
  560.         AffectedByStealth        = No
  561.         OkToChangeModelColor  = Yes
  562.         UseStandardModelNames = Yes
  563.         
  564.         DefaultModelConditionState
  565.             Model = ForBWall5
  566.         End
  567.  
  568.     End
  569.   
  570.   
  571.   
  572.  
  573.   ; ***DESIGN parameters ***
  574.   DisplayName         = OBJECT:FornostWallPosternGate
  575.   DisplayNameInvisibleForEnemy         = OBJECT:Prop
  576.   Side                = Civilian
  577.   EditorSorting       = STRUCTURE
  578.   Browser = REGION Minas_Morgul STRUCTURE
  579.   ThreatLevel = 1.0
  580.  
  581.   BuildCost           = 500
  582.   BuildTime           = 15.0           ; in seconds
  583.   VisionRange         = 160.0          ; Shroud clearing distance
  584.   ShroudClearingRange = 160
  585.  
  586. ;  CommandSet          = GondorBarracksCommandSet
  587.  
  588.   ; *** AUDIO Parameters ***
  589.  
  590.       SoundOnDamaged            = BuildingLightDamageStone
  591.     SoundOnReallyDamaged    = BuildingHeavyDamageStone
  592.  
  593.     UnitSpecificSounds
  594.         UnderConstruction        = WallConstructionLoop  ; Built first time
  595.         ; UnderRepairFromDamage    = NoSound                    ; Repaired No animation on the building, so don't bother playing sound
  596.         UnderRepairFromRubble    = WallConstructionLoop    ; Repaired from completely destroyed (not used???)
  597.     End
  598.  
  599.     ; *** ENGINEERING Parameters ***
  600.  
  601.     RadarPriority       = NOT_ON_RADAR
  602.     KindOf              = PRELOAD STRUCTURE IMMOBILE CHUNK_VENDOR  NOT_AUTOACQUIRABLE SELECTABLE  WALL_HUB WALL_SEGMENT SCALEABLE_WALL
  603.  
  604.     Body                        = ActiveBody ModuleTag_05
  605.         MaxHealth                = 2500.0
  606.         MaxHealthDamaged        = 1500.0
  607.         MaxHealthReallyDamaged  = 750.0
  608.     End
  609.  
  610.     ArmorSet
  611.         Conditions        = None
  612.         Armor             = FornostWalls
  613.         DamageFX          = GateDamageFX
  614.     End
  615.  
  616.     Behavior = ProductionUpdate ModuleTag_06
  617.         ; nothing
  618.     End
  619.  
  620.     Behavior = DynamicPortalBehaviour PosternGatePortal
  621.         ActivationDelaySeconds    = 0.0
  622.         GenerateNow                = Yes
  623.         
  624.         ObjectFilter    = POSTERNGATE_ALLOWABLE_OBJECTFILTER
  625.         BonePrefix        = Post
  626.         NumberOfBones    = 4
  627.         WayPoint        = Index:0    Type:Walk    ; 0
  628.         WayPoint        = Index:1    Type:Walk    ; 1
  629.         WayPoint        = Index:2    Type:Walk    ; 2
  630.         WayPoint        = Index:3    Type:Walk    ; 3
  631.         WayPoint        = Index:2    Type:Walk    ; 4
  632.         WayPoint        = Index:1    Type:Walk    ; 5
  633.         Link            = From:0 Via:4 Via:5 To:3
  634.         Link            = From:3 Via:1 Via:2 To:0
  635.     End
  636.       
  637.     Behavior                  = StructureCollapseUpdate ModuleTag_08
  638.         MinCollapseDelay        = 000
  639.         MaxCollapseDelay        = 000
  640.         CollapseDamping         = .5
  641.         MaxShudder              = 0.6
  642.         MinBurstDelay           = 250
  643.         MaxBurstDelay           = 800
  644.         BigBurstFrequency       = 4
  645.         FXList                  = INITIAL   FX_StructureMediumCollapse
  646.         FXList                  = ALMOST_FINAL  FX_StructureAlmostCollapse
  647.         DestroyObjectWhenDone    = Yes
  648.         CollapseHeight            = 155
  649.     End
  650.     
  651.     
  652.     #include "..\includes\DefaultPosternGateInvisibilityUpdate.inc"
  653.   
  654.     AttackContactPoint = X:-24 Y:-24 Z:92
  655.  
  656.     Geometry              = BOX
  657.     GeometryMajorRadius   = 10.0
  658.     GeometryMinorRadius   = 80.0
  659.     GeometryHeight        = 60.0
  660. ;    GeometryOffset        = X:0 Y:0 Z:0
  661.     GeometryRotationAnchorOffset = X:0.0 Y:0.0    
  662.     
  663.  
  664.     GeometryIsSmall       = No
  665.       
  666.     Shadow                = SHADOW_VOLUME
  667.  
  668. End
  669.  
  670.  
  671. ;------------------------------------------------------------------------------ 
  672. ;Fornost Ramp 1
  673. Object ForBRamp1
  674.  
  675. ;    SelectPortrait = BPRHelmsDeep
  676.  
  677.   ; *** ART Parameters ***
  678. ;  SelectPortrait         = SNReactor_L
  679. ;  ButtonImage            = SNReactor
  680.   ;day
  681.  
  682.   Draw = W3DScriptedModelDraw ModuleTag_Draw
  683.     OkToChangeModelColor  = Yes
  684.     UseStandardModelNames = Yes
  685.  
  686.     DefaultModelConditionState
  687.       Model = ForBRamp1    
  688.     End
  689.     
  690.     WallBoundsMesh = P1
  691.     RampMesh1 = P2
  692.     ;RampMesh2 = P3   
  693.     
  694.   End
  695.  
  696.   ; ***DESIGN parameters ***
  697.   DisplayName         = OBJECT:Prop
  698.   Side                = Civilian
  699.   EditorSorting       = STRUCTURE
  700.   Browser = REGION Minas_Morgul STRUCTURE
  701.   ThreatLevel = 1.0
  702.  
  703.   BuildCost           = 500
  704.   BuildTime           = 15.0           ; in seconds
  705.   VisionRange         = 160.0          ; Shroud clearing distance
  706.   ShroudClearingRange = 160
  707.  
  708. ;  CommandSet          = GondorBarracksCommandSet
  709.  
  710.   ; *** AUDIO Parameters ***
  711.  
  712.       SoundOnDamaged            = BuildingLightDamageStone
  713.     SoundOnReallyDamaged    = BuildingHeavyDamageStone
  714.  
  715.     UnitSpecificSounds
  716.         UnderConstruction        = WallConstructionLoop  ; Built first time
  717.         ; UnderRepairFromDamage    = NoSound                    ; Repaired No animation on the building, so don't bother playing sound
  718.         UnderRepairFromRubble    = WallConstructionLoop    ; Repaired from completely destroyed (not used???)
  719.     End
  720.  
  721.     ; *** ENGINEERING Parameters ***
  722.  
  723.     RadarPriority       = NOT_ON_RADAR
  724.     KindOf              = PRELOAD STRUCTURE IMMOBILE CHUNK_VENDOR  NOT_AUTOACQUIRABLE SELECTABLE  IGNORED_IN_GUI WALK_ON_TOP_OF_WALL  WALL_SEGMENT
  725.  
  726.     Body                        = ActiveBody ModuleTag_05
  727.         MaxHealth                = 3500.0
  728.         MaxHealthDamaged        = 1700.0
  729.         MaxHealthReallyDamaged  = 800.0
  730.     End
  731.  
  732.     ArmorSet
  733.         Conditions        = None
  734.         Armor             = FornostWalls
  735.         DamageFX          = GateDamageFX
  736.     End
  737.  
  738.     Behavior = ProductionUpdate ModuleTag_06
  739.         ; nothing
  740.     End
  741.   
  742.     Behavior                  = StructureCollapseUpdate ModuleTag_08
  743.         MinCollapseDelay        = 000
  744.         MaxCollapseDelay        = 000
  745.         CollapseDamping         = .5
  746.         MaxShudder              = 0.6
  747.         MinBurstDelay           = 250
  748.         MaxBurstDelay           = 800
  749.         BigBurstFrequency       = 4
  750.         FXList                  = INITIAL   FX_StructureMediumCollapse
  751.         FXList                  = ALMOST_FINAL  FX_StructureAlmostCollapse
  752.         DestroyObjectWhenDone    = Yes
  753.         CollapseHeight            = 155
  754.     End
  755.   
  756.     AttackContactPoint = X:-24 Y:-24 Z:92
  757.  
  758.     Geometry              = BOX
  759.     GeometryMajorRadius   = 45.0
  760.     GeometryMinorRadius   = 40.0
  761.     GeometryHeight        = 60.0
  762. ;    GeometryOffset        = X:0 Y:0 Z:0
  763.     GeometryRotationAnchorOffset = X:0.0 Y:0.0    
  764.     
  765.  
  766.     GeometryIsSmall       = No
  767.       
  768.     Shadow                = SHADOW_VOLUME
  769.  
  770. End
  771.  
  772.  
  773.  
  774.  
  775. ;------------------------------------------------------------------------------ 
  776. ;Fornost Ramp 2
  777. Object ForBRamp2
  778.  
  779. ;    SelectPortrait = BPRHelmsDeep
  780.  
  781.   ; *** ART Parameters ***
  782. ;  SelectPortrait         = SNReactor_L
  783. ;  ButtonImage            = SNReactor
  784.   ;day
  785.  
  786.   Draw = W3DScriptedModelDraw ModuleTag_Draw
  787.     OkToChangeModelColor  = Yes
  788.     UseStandardModelNames = Yes
  789.  
  790.     DefaultModelConditionState
  791.       Model = ForBRamp2    
  792.     End
  793.     
  794.     WallBoundsMesh = P1
  795.     RampMesh1 = P2
  796.     ;RampMesh2 = P3   
  797.     
  798.   End
  799.  
  800.   ; ***DESIGN parameters ***
  801.   DisplayName         = OBJECT:Prop
  802.   Side                = Civilian
  803.   EditorSorting       = STRUCTURE
  804.   Browser = REGION Minas_Morgul STRUCTURE
  805.   ThreatLevel = 1.0
  806.  
  807.   BuildCost           = 500
  808.   BuildTime           = 15.0           ; in seconds
  809.   VisionRange         = 160.0          ; Shroud clearing distance
  810.   ShroudClearingRange = 160
  811.  
  812. ;  CommandSet          = GondorBarracksCommandSet
  813.  
  814.   ; *** AUDIO Parameters ***
  815.  
  816.       SoundOnDamaged            = BuildingLightDamageStone
  817.     SoundOnReallyDamaged    = BuildingHeavyDamageStone
  818.  
  819.     UnitSpecificSounds
  820.         UnderConstruction        = WallConstructionLoop  ; Built first time
  821.         ; UnderRepairFromDamage    = NoSound                    ; Repaired No animation on the building, so don't bother playing sound
  822.         UnderRepairFromRubble    = WallConstructionLoop    ; Repaired from completely destroyed (not used???)
  823.     End
  824.  
  825.     ; *** ENGINEERING Parameters ***
  826.  
  827.     RadarPriority       = NOT_ON_RADAR
  828.     KindOf              = PRELOAD STRUCTURE IMMOBILE CHUNK_VENDOR  NOT_AUTOACQUIRABLE SELECTABLE  IGNORED_IN_GUI WALK_ON_TOP_OF_WALL  WALL_SEGMENT
  829.  
  830.     Body                        = ActiveBody ModuleTag_05
  831.         MaxHealth                = 3500.0
  832.         MaxHealthDamaged        = 1700.0
  833.         MaxHealthReallyDamaged  = 800.0
  834.     End
  835.  
  836.     ArmorSet
  837.         Conditions        = None
  838.         Armor             = FornostWalls
  839.         DamageFX          = GateDamageFX
  840.     End
  841.  
  842.     Behavior = ProductionUpdate ModuleTag_06
  843.         ; nothing
  844.     End
  845.   
  846.     Behavior                  = StructureCollapseUpdate ModuleTag_08
  847.         MinCollapseDelay        = 000
  848.         MaxCollapseDelay        = 000
  849.         CollapseDamping         = .5
  850.         MaxShudder              = 0.6
  851.         MinBurstDelay           = 250
  852.         MaxBurstDelay           = 800
  853.         BigBurstFrequency       = 4
  854.         FXList                  = INITIAL   FX_StructureMediumCollapse
  855.         FXList                  = ALMOST_FINAL  FX_StructureAlmostCollapse
  856.         DestroyObjectWhenDone    = Yes
  857.         CollapseHeight            = 155
  858.     End
  859.   
  860.     AttackContactPoint = X:-24 Y:-24 Z:92
  861.  
  862.     Geometry              = BOX
  863.     GeometryMajorRadius   = 50.0
  864.     GeometryMinorRadius   = 40.0
  865.     GeometryHeight        = 60.0
  866. ;    GeometryOffset        = X:0 Y:0 Z:0
  867.     GeometryRotationAnchorOffset = X:0.0 Y:0.0    
  868.     
  869.  
  870.     GeometryIsSmall       = No
  871.       
  872.     Shadow                = SHADOW_VOLUME
  873.  
  874. End
  875.  
  876.  
  877.  
  878. ;------------------------------------------------------------------------------ 
  879. ;Fornost Stronghold
  880. Object ForStronghold
  881.  
  882.     SelectPortrait = BPCFornostCitadel
  883.  
  884.   ; *** ART Parameters ***
  885. ;  SelectPortrait         = SNReactor_L
  886. ;  ButtonImage            = SNReactor
  887.   ;day
  888.  
  889.   Draw = W3DScriptedModelDraw ModuleTag_Draw
  890.     OkToChangeModelColor  = Yes
  891.     UseStandardModelNames = Yes
  892.  
  893.     DefaultModelConditionState
  894.       Model = ForStrong    
  895.     End
  896.    
  897.  
  898.         
  899.     ;--damaged building
  900.  
  901.     ModelConditionState  = DAMAGED
  902.       Model         = ForStrong_D1
  903.         ParticleSysBone FireSmall01 FireBuildingLarge
  904.         ParticleSysBone FireSmall02 FireBuildingMedium
  905.         ParticleSysBone FireSmall03 FireBuildingMedium
  906.         ParticleSysBone FireSmall04 FireBuildingSmall
  907.         ParticleSysBone FireSmall05 SmokeBuildingLarge
  908.     End
  909.     AnimationState = DAMAGED
  910.         EnteringStateFX    = FX_BuildingDamaged
  911.     End
  912.  
  913.     ModelConditionState  = REALLYDAMAGED
  914.       Model         = ForStrong_D2
  915.         ParticleSysBone FireSmall01 FireBuildingLarge
  916.         ParticleSysBone FireSmall02 FireBuildingLarge
  917.         ParticleSysBone FireSmall03 FireBuildingMedium
  918.         ParticleSysBone FireSmall04 SmokeBuildingLarge
  919.         ParticleSysBone FireSmall05 SmokeBuildingLarge
  920.     End
  921.     AnimationState = REALLYDAMAGED
  922.           Animation                =    RubbleAnimation
  923.             AnimationName        =    ForStrong_D2.ForStrong_D2
  924.             AnimationMode        =    ONCE
  925.           End
  926.         EnteringStateFX    = FX_BuildingReallyDamaged
  927.     End
  928.  
  929.     ModelConditionState  = RUBBLE
  930.       Model         = ForStrong_D3
  931.       ParticleSysBone SmokeLarge01 SmokeBuildingLarge
  932.     End
  933.     
  934.     AnimationState = RUBBLE
  935.           Animation                =    RubbleAnimation
  936.             AnimationName        =    ForStrong_D3.ForStrong_D3
  937.             AnimationMode        =    ONCE
  938.           End
  939.       EnteringStateFX    = FX_BuildingReallyDamagedWithSound    ;FX_BuildingReallyDamaged
  940.     End
  941.  
  942.     ModelConditionState  = POST_RUBBLE
  943.       Model         = None
  944.         ParticleSysBone NONE SmokeBuildingMediumRubble
  945.     End
  946.  
  947.     ModelConditionState  = POST_COLLAPSE
  948.       Model         = None
  949.         ParticleSysBone NONE SmokeBuildingMediumRubble
  950.     End  
  951.           
  952.   End
  953.  
  954.   ; ***DESIGN parameters ***
  955.   DisplayName         = OBJECT:ForStronghold
  956.   Side                = Civilian
  957.   EditorSorting       = STRUCTURE
  958.   Browser = REGION Minas_Morgul STRUCTURE
  959.   ThreatLevel = 1.0
  960.  
  961.   BuildCost           = 500
  962.   BuildTime           = 15.0           ; in seconds
  963.   VisionRange         = 160.0          ; Shroud clearing distance
  964.   ShroudClearingRange = 160
  965.  
  966.   CommandSet          = EmptyCommandSet
  967.  
  968.   ; *** AUDIO Parameters ***
  969.  
  970.       SoundOnDamaged            = BuildingLightDamageStone
  971.     SoundOnReallyDamaged    = BuildingHeavyDamageStone
  972.     VoiceSelect = MenFortressSelect
  973.  
  974.     UnitSpecificSounds
  975.         UnderConstruction        = BuildingConstructionLoop  ; Built first time
  976.         ; UnderRepairFromDamage    = NoSound                    ; Repaired No animation on the building, so don't bother playing sound
  977.         UnderRepairFromRubble    = BuildingConstructionLoop    ; Repaired from completely destroyed (not used???)
  978.     End
  979.  
  980.     ; *** ENGINEERING Parameters ***
  981.  
  982.     RadarPriority       = STRUCTURE
  983.     KindOf              = STRUCTURE SELECTABLE IMMOBILE NOT_AUTOACQUIRABLE SELECTABLE
  984.  
  985.     Body                        = StructureBody ModuleTag_Body ;ActiveBody ModuleTag_05 ;
  986.         MaxHealth                = 3500.0
  987.         MaxHealthDamaged        = 1700.0
  988.         MaxHealthReallyDamaged  = 800.0
  989.     End
  990.  
  991.     ArmorSet
  992.         Conditions        = None
  993.         Armor            = StructureArmor
  994.     End
  995.     
  996.     Behavior = ProductionUpdate ModuleTag_06
  997.         ; nothing
  998.     End
  999.   
  1000. ;    Behavior                  = StructureCollapseUpdate ModuleTag_08
  1001. ;        MinCollapseDelay        = 000
  1002. ;        MaxCollapseDelay        = 000
  1003. ;        CollapseDamping         = .5
  1004. ;        MaxShudder              = 0.6
  1005. ;        MinBurstDelay           = 250
  1006. ;        MaxBurstDelay           = 800
  1007. ;        BigBurstFrequency       = 4
  1008. ;        FXList                  = INITIAL   FX_StructureMediumCollapse
  1009. ;        FXList                  = ALMOST_FINAL  FX_StructureAlmostCollapse
  1010. ;        DestroyObjectWhenDone    = Yes
  1011. ;        CollapseHeight            = 155
  1012. ;    End
  1013.   
  1014. ;    AttackContactPoint = X:-24 Y:-24 Z:92
  1015.  
  1016.     Geometry              = BOX
  1017.     GeometryMajorRadius   = 41
  1018.     GeometryMinorRadius   = 110
  1019.     GeometryHeight        = 81
  1020.     GeometryOffset        = X:-21 Y:-7 Z:0
  1021.  
  1022.     AdditionalGeometry    = BOX
  1023.     GeometryMajorRadius   = 61
  1024.     GeometryMinorRadius   = 51
  1025.     GeometryHeight        = 148
  1026.     GeometryOffset          = X:-19 Y:-7 Z:0
  1027.  
  1028.     GeometryIsSmall       = No
  1029.       
  1030.     Shadow                = SHADOW_VOLUME
  1031.  
  1032. End
  1033.  
  1034. ;------------------------------------------------------------------------------
  1035. Object Fornost_FallingTower
  1036.  
  1037.     ; *** ART Parameters ***
  1038.     
  1039.     
  1040.     
  1041.     Draw = W3DScriptedModelDraw ModuleTag_01
  1042.         UseStandardModelNames = Yes
  1043.         OkToChangeModelColor = Yes
  1044.         
  1045.         StaticModelLODMode = yes
  1046.   
  1047.         DefaultModelConditionState
  1048.             Model         = FBTower
  1049.         End
  1050.  
  1051.         ModelConditionState = POST_COLLAPSE
  1052.             Model         = FBTower_D2
  1053.         End
  1054.  
  1055.     ;    ModelConditionState = POST_COLLAPSE NIGHT
  1056.     ;        Model         = OSFallTower
  1057.     ;    End
  1058.     ;    ModelConditionState = POST_COLLAPSE SNOW
  1059.     ;        Model         = OSFallTower
  1060.     ;    End
  1061.     ;    ModelConditionState = POST_COLLAPSE SNOW NIGHT
  1062.     ;        Model         = OSFallTower
  1063.     ;    End
  1064.     End
  1065.  
  1066.     ; ***DESIGN parameters ***
  1067.     DisplayName      = OBJECT:FornostTower
  1068.     Side                = Civilian
  1069.     EditorSorting       = STRUCTURE
  1070.     Browser = REGION Minas_Morgul STRUCTURE
  1071.     ;ArmorSet
  1072.     ;    Conditions      = None
  1073.     ;    Armor           = StructureArmor
  1074.     ;    DamageFX        = StructureDamageFXNoShake
  1075.     ;End
  1076.  
  1077.     ; *** AUDIO Parameters ***
  1078.  
  1079.       SoundOnDamaged            = BuildingLightDamageStone
  1080.     SoundOnReallyDamaged    = BuildingHeavyDamageStone
  1081.  
  1082.     UnitSpecificSounds
  1083.         UnderConstruction        = BuildingConstructionLoop  ; Built first time
  1084.         ; UnderRepairFromDamage    = NoSound                    ; Repaired No animation on the building, so don't bother playing sound
  1085.         UnderRepairFromRubble    = BuildingConstructionLoop    ; Repaired from completely destroyed (not used???)
  1086.     End
  1087.  
  1088.     ; *** ENGINEERING Parameters ***  
  1089.     KindOf                = STRUCTURE SELECTABLE IMMOBILE CAN_CAST_REFLECTIONS
  1090.     Body                  = StructureBody ModuleTag_02
  1091.         MaxHealth       = 1500.0
  1092.     End
  1093.     
  1094.     Behavior                = StructureToppleUpdate ModuleTag_04
  1095.         MinToppleDelay        = 50         ;The delay between the time we die to the beginning of the collapse.
  1096.         MaxToppleDelay        = 50
  1097.         MinToppleBurstDelay   = 1500
  1098.         MaxToppleBurstDelay   = 2500
  1099.         ToppleAccelerationFactor = 0.25  ;Increase this value to speed up the collapse.
  1100.         StructuralIntegrity   = 0.75
  1101.         StructuralDecay       = 1.0
  1102.         DamageFXTypes         = ALL -WATER
  1103.         ToppleStartFX         = FX_FornostFallingTowerToppleStart    ;FX_DefaultStructureToppleStart
  1104.         ToppleDelayFX         = FX_DefaultStructureToppleDelay
  1105.         CrushingFX            = FX_DefaultStructureCrushing
  1106.         AngleFX               = 20.0 FX_StructureToppleAngle20
  1107.         ToppleDoneFX          = FX_DefaultStructureToppleDone
  1108.         CrushingWeaponName    = ToppledStructureWeapon
  1109.     End
  1110.  
  1111.   Behavior = SlowDeathBehavior ModuleTag_51
  1112.     DeathTypes = ALL 
  1113.     DestructionDelay = 30000
  1114.     DecayBeginTime = 5000
  1115.     SinkDelay = 14000
  1116.     SinkRate = 0.84     ; in Dist/Sec
  1117.     ProbabilityModifier = 50
  1118.   End
  1119.  
  1120.   Geometry              = BOX
  1121.   GeometryMajorRadius   = 31.20
  1122.   GeometryMinorRadius   = 30.8
  1123.   GeometryHeight        = 139.60
  1124.   GeometryIsSmall       = No
  1125.   
  1126.   GeometryContactPoint = X:0 Y:0 Z:139 Swoop
  1127.   
  1128.   Shadow                = SHADOW_VOLUME
  1129.  
  1130. End
  1131.  
  1132.  
  1133. ;------------------------------------------------------------------------------ 
  1134. ;Fornost Gate
  1135. Object FornostGate
  1136.  
  1137.     SelectPortrait = BPCFornostGate
  1138.  
  1139.   ; *** ART Parameters ***
  1140. ;  SelectPortrait         = SNReactor_L
  1141. ;  ButtonImage            = SNReactor
  1142.   ;day
  1143.  
  1144.   Draw = W3DScriptedModelDraw ModuleTag_Draw
  1145.     OkToChangeModelColor  = Yes
  1146.     UseStandardModelNames = Yes
  1147.  
  1148.     DefaultModelConditionState
  1149.       Model = FBGate        
  1150.     End
  1151.     
  1152.     ;WallBoundsMesh = P1
  1153.     ;RampMesh1 = P2
  1154.     ;RampMesh2 = P3   
  1155.     
  1156.   End
  1157.  
  1158.  
  1159. ; ---------Door 
  1160.  
  1161.      Draw = W3DScriptedModelDraw ModuleTag_Draw_Door
  1162.          OkToChangeModelColor  = Yes
  1163.          UseStandardModelNames = Yes
  1164.          DefaultModelConditionState
  1165.              Model = FBGate_Door_SKN
  1166.          End
  1167.          
  1168.          ModelConditionState  = DYING DOOR_1_OPENING
  1169.             Model         = FBGDoorOpen_D3
  1170.         End
  1171.         
  1172.         AnimationState = DYING DOOR_1_OPENING
  1173.               Animation                =    RubbleAnimation
  1174.                 AnimationName        =    FBGDoorOpen_D3.FBGDoorOpen_D3
  1175.                 AnimationMode        =    ONCE
  1176.               End
  1177.         End
  1178.         
  1179.         ModelConditionState  = DYING
  1180.             Model         = FBGate_Door_D3
  1181.         End
  1182.         
  1183.         AnimationState = DYING
  1184.               Animation                =    RubbleAnimation
  1185.                 AnimationName        =    FBGate_Door_D3.FBGate_Door_D3
  1186.                 AnimationMode        =    ONCE
  1187.               End
  1188.         End
  1189.         
  1190.         AnimationState = DOOR_1_OPENING 
  1191.             Flags = START_FRAME_LAST
  1192.             StateName = Door_Open
  1193.             Animation                =    Death
  1194.                 AnimationName        =    FBGate_Door_SKL.FBGate_Door_OP
  1195.                 AnimationMode        =    ONCE
  1196.             End
  1197.             BeginScript
  1198.                 Prev = CurDrawablePrevAnimationState()
  1199.                 if Prev == "Door_Close" then CurDrawableSetTransitionAnimState("TRANS_Closed_To_Open") end
  1200.             EndScript
  1201.         End
  1202.         TransitionState = TRANS_Closed_To_Open
  1203.             Animation = Open 
  1204.                 AnimationName    =    FBGate_Door_SKL.FBGate_Door_OPN
  1205.                 AnimationMode    =    ONCE 
  1206.             End
  1207.         End
  1208.     
  1209.         AnimationState = DOOR_1_CLOSING 
  1210.             Flags = START_FRAME_LAST
  1211.             StateName = Door_Close
  1212.             Animation                =    Death
  1213.                 AnimationName        =    FBGate_Door_SKL.FBGate_Door_CL
  1214.                 AnimationMode        =    ONCE
  1215.             End
  1216.             BeginScript
  1217.                 Prev = CurDrawablePrevAnimationState()
  1218.                 if Prev == "Door_Open" then CurDrawableSetTransitionAnimState("TRANS_Open_To_Closed") end
  1219.             EndScript
  1220.         End
  1221.         TransitionState = TRANS_Open_To_Closed
  1222.             Animation = Open 
  1223.                 AnimationName    =    FBGate_Door_SKL.FBGate_Door_CLS
  1224.                 AnimationMode    =    ONCE 
  1225.             End
  1226.         End
  1227.         
  1228.         ModelConditionState  = DAMAGED
  1229.             Model         = FBGate_Door_D1  
  1230.         End
  1231.         AnimationState = DAMAGED
  1232.         End        
  1233.         
  1234.         ModelConditionState  = REALLYDAMAGED
  1235.             Model         = FBGate_Door_D2
  1236.         End
  1237.         
  1238.         AnimationState = REALLYDAMAGED
  1239.             EnteringStateFX    = FX_BuildingReallyDamaged
  1240.         End
  1241.  
  1242.          ModelConditionState  = COLLAPSING
  1243.             Model         = FBGate_Door_D2
  1244.         End
  1245.         
  1246.         AnimationState = COLLAPSING
  1247.               Animation                =    RubbleAnimation
  1248.                 AnimationName        =    FBGate_Door_D3.FBGate_Door_D3
  1249.                 AnimationMode        =    ONCE
  1250.               End
  1251.               ;EnteringStateFX    = FX_BuildingSinkSound    ;this didn't work
  1252.         End
  1253.         
  1254.      End
  1255.      
  1256.   ; ***DESIGN parameters ***
  1257.   DisplayName         = OBJECT:FornostGate
  1258.   Side                = Civilian
  1259.   EditorSorting       = STRUCTURE
  1260.   Browser = REGION Minas_Morgul STRUCTURE
  1261.   ThreatLevel = 1.0
  1262.  
  1263.   BuildCost           = 500
  1264.   BuildTime           = 15.0           ; in seconds
  1265.   VisionRange         = 160.0          ; Shroud clearing distance
  1266.   ShroudClearingRange = 160
  1267.  
  1268.    CommandSet            = CastleGateCommandSet
  1269.  
  1270.   ; *** AUDIO Parameters ***
  1271.  
  1272.       SoundOnDamaged            = BuildingLightDamageStone
  1273.     SoundOnReallyDamaged    = BuildingHeavyDamageStone
  1274.  
  1275.     UnitSpecificSounds
  1276.         UnderConstruction        = BuildingConstructionLoop  ; Built first time
  1277.         ; UnderRepairFromDamage    = NoSound                    ; Repaired No animation on the building, so don't bother playing sound
  1278.         UnderRepairFromRubble    = BuildingConstructionLoop    ; Repaired from completely destroyed (not used???)
  1279.     End
  1280.  
  1281.     ClientBehavior = ModelConditionAudioLoopClientBehavior ModuleTag_PlayCollapseSound
  1282.         ModelCondition = REQUIRED:RUBBLE Sound:BuildingSink
  1283.     End
  1284.  
  1285.     ; *** ENGINEERING Parameters ***
  1286.  
  1287.     RadarPriority       = NOT_ON_RADAR
  1288.     KindOf              = PRELOAD STRUCTURE IMMOBILE CHUNK_VENDOR  NOT_AUTOACQUIRABLE SELECTABLE
  1289.  
  1290.     Body                        = ActiveBody ModuleTag_05
  1291.         MaxHealth                = 3000.0
  1292.         MaxHealthDamaged        = 1700.0
  1293.         MaxHealthReallyDamaged  = 800.0
  1294.     End
  1295.  
  1296.     ArmorSet
  1297.         Conditions        = None
  1298.         Armor             = FornostGates
  1299.         DamageFX          = GateDamageFX
  1300.     End
  1301.  
  1302.     Behavior = GateOpenAndCloseBehavior ModuleTag_GATE
  1303.         ResetTimeInMilliseconds            = 2000                ;important! this must be longer than the gates animation, ir it will twitch
  1304.         RepelCollidingUnits                = No
  1305.         OpenByDefault                    = No
  1306.         PercentOpenForPathing            = 50
  1307.         SoundOpeningGateLoop            = GateOpenStart
  1308.         SoundClosingGateLoop            = GateCloseStart
  1309.         SoundFinishedOpeningGate        = GateOpenEnd
  1310.         SoundFinishedClosingGate        = GateCloseEnd
  1311.         TimeBeforePlayingOpenSound        = 9500
  1312.         TimeBeforePlayingClosedSound    = 9500
  1313.     End
  1314.     
  1315.     Behavior = KeepObjectDie ModuleTag_IWantRubble
  1316.     End
  1317.   
  1318.     AttackContactPoint = X:-24 Y:-24 Z:92
  1319.     AttackContactPoint = X:-30 Y:-37 Z:35
  1320.     AttackContactPoint = X:-30 Y:45 Z:35
  1321.     AttackContactPoint = X:-30 Y:0 Z:35
  1322.     AttackContactPoint = X:-30 Y:-72 Z:24
  1323.     AttackContactPoint = X:-30 Y:72 Z:24
  1324.  
  1325.     Geometry              = BOX
  1326.     GeometryMajorRadius   = 90.0
  1327.     GeometryMinorRadius   = 25.0
  1328.     GeometryHeight        = 90.0
  1329.     GeometryOffset          = X:26 Y:110 Z:0
  1330. ;    GeometryRotationAnchorOffset = X:0.0 Y:0.0    
  1331.  
  1332.     AdditionalGeometry    = BOX
  1333.     GeometryMajorRadius   = 90.0
  1334.     GeometryMinorRadius   = 25.0
  1335.     GeometryHeight        = 90.0
  1336.     GeometryOffset          = X:26 Y:-110 Z:0
  1337. ;    GeometryRotationAnchorOffset = X:0.0 Y:0.0        
  1338.     
  1339.     ; Main
  1340.     AdditionalGeometry    = BOX
  1341.     GeometryName          = "Closed"
  1342.     GeometryMajorRadius   = 5.0  
  1343.     GeometryMinorRadius   = 100.0  
  1344.     GeometryHeight        = 85.0
  1345.     GeometryOffset        = X:-30 Y:0 Z:0
  1346.         
  1347.     ; Left open
  1348.     AdditionalGeometry    = BOX
  1349.     GeometryName          = "OpenLeft"
  1350.     GeometryMajorRadius   = 50.0  
  1351.     GeometryMinorRadius   = 5.0  
  1352.     GeometryHeight        = 85
  1353.     GeometryOffset        = X:20 Y:95 Z:0
  1354.     
  1355.     ; Right open
  1356.     AdditionalGeometry    = BOX
  1357.     GeometryName          = "OpenRight"
  1358.     GeometryMajorRadius   = 50.0  
  1359.     GeometryMinorRadius   = 5.0  
  1360.     GeometryHeight        = 85
  1361.     GeometryOffset        = X:20 Y:-95 Z:0
  1362.     
  1363.     GeometryIsSmall       = No
  1364.       
  1365.     Shadow                = SHADOW_VOLUME
  1366.  
  1367. End
  1368.  
  1369.  
  1370.  
  1371. ;------------------------------------------------------------------------------ 
  1372. ;Fornost Gate No Horses
  1373. Object FornostGate2
  1374.  
  1375.     SelectPortrait = BPCFornostGate
  1376.  
  1377.   ; *** ART Parameters ***
  1378. ;  SelectPortrait         = SNReactor_L
  1379. ;  ButtonImage            = SNReactor
  1380.   ;day
  1381.  
  1382.   Draw = W3DScriptedModelDraw ModuleTag_Draw
  1383.     OkToChangeModelColor  = Yes
  1384.     UseStandardModelNames = Yes
  1385.  
  1386.     DefaultModelConditionState
  1387.       Model = FBGate2    
  1388.     End
  1389.     
  1390.     ;WallBoundsMesh = P1
  1391.     ;RampMesh1 = P2
  1392.     ;RampMesh2 = P3   
  1393.     
  1394.   End
  1395.  
  1396.  
  1397.  
  1398.  
  1399. ; ---------Door 
  1400.  
  1401.      Draw = W3DScriptedModelDraw ModuleTag_Draw_Door
  1402.          OkToChangeModelColor  = Yes
  1403.          UseStandardModelNames = Yes
  1404.          DefaultModelConditionState
  1405.              Model = FBGate_Door_SKN
  1406.          End
  1407.          
  1408.          ModelConditionState  = DYING DOOR_1_OPENING
  1409.             Model         = FBGDoorOpen_D3
  1410.         End
  1411.         
  1412.         AnimationState = DYING DOOR_1_OPENING
  1413.               Animation                =    RubbleAnimation
  1414.                 AnimationName        =    FBGDoorOpen_D3.FBGDoorOpen_D3
  1415.                 AnimationMode        =    ONCE
  1416.               End
  1417.         End
  1418.         
  1419.         ModelConditionState  = DYING
  1420.             Model         = FBGate_Door_D3
  1421.         End
  1422.         
  1423.         AnimationState = DYING
  1424.               Animation                =    RubbleAnimation
  1425.                 AnimationName        =    FBGate_Door_D3.FBGate_Door_D3
  1426.                 AnimationMode        =    ONCE
  1427.               End
  1428.         End        
  1429.          
  1430.         
  1431.         AnimationState = DOOR_1_OPENING 
  1432.             Flags = START_FRAME_LAST
  1433.             StateName = Door_Open
  1434.             Animation                =    Death
  1435.                 AnimationName        =    FBGate_Door_SKL.FBGate_Door_OP
  1436.                 AnimationMode        =    ONCE
  1437.             End
  1438.             BeginScript
  1439.                 Prev = CurDrawablePrevAnimationState()
  1440.                 if Prev == "Door_Close" then CurDrawableSetTransitionAnimState("TRANS_Closed_To_Open") end
  1441.             EndScript
  1442.         End
  1443.         TransitionState = TRANS_Closed_To_Open
  1444.             Animation = Open 
  1445.                 AnimationName    =    FBGate_Door_SKL.FBGate_Door_OPN
  1446.                 AnimationMode    =    ONCE 
  1447.             End
  1448.         End
  1449.     
  1450.         AnimationState = DOOR_1_CLOSING 
  1451.             Flags = START_FRAME_LAST
  1452.             StateName = Door_Close
  1453.             Animation                =    Death
  1454.                 AnimationName        =    FBGate_Door_SKL.FBGate_Door_CL
  1455.                 AnimationMode        =    ONCE
  1456.             End
  1457.             BeginScript
  1458.                 Prev = CurDrawablePrevAnimationState()
  1459.                 if Prev == "Door_Open" then CurDrawableSetTransitionAnimState("TRANS_Open_To_Closed") end
  1460.             EndScript
  1461.         End
  1462.         TransitionState = TRANS_Open_To_Closed
  1463.             Animation = Open 
  1464.                 AnimationName    =    FBGate_Door_SKL.FBGate_Door_CLS
  1465.                 AnimationMode    =    ONCE 
  1466.             End
  1467.         End
  1468.         
  1469.         ModelConditionState  = DAMAGED
  1470.             Model         = FBGate_Door_D1  
  1471.         End
  1472.         AnimationState = DAMAGED
  1473.         End        
  1474.         
  1475.         ModelConditionState  = REALLYDAMAGED
  1476.             Model         = FBGate_Door_D2
  1477.         End
  1478.         
  1479.         AnimationState = REALLYDAMAGED
  1480.             EnteringStateFX    = FX_BuildingReallyDamaged
  1481.         End
  1482.  
  1483.          ModelConditionState  = COLLAPSING
  1484.             Model         = FBGate_Door_D2
  1485.         End
  1486.         
  1487.         AnimationState = COLLAPSING
  1488.               Animation                =    RubbleAnimation
  1489.                 AnimationName        =    FBGate_Door_D3.FBGate_Door_D3
  1490.                 AnimationMode        =    ONCE
  1491.               End
  1492.             ;EnteringStateFX    = FX_BuildingSinkSound    ;this didn't work
  1493.         End
  1494.         
  1495.      End
  1496.     
  1497.   ; ***DESIGN parameters ***
  1498.   DisplayName         = OBJECT:FornostGate2
  1499.   Side                = Civilian
  1500.   EditorSorting       = STRUCTURE
  1501.   Browser = REGION Minas_Morgul STRUCTURE
  1502.   ThreatLevel = 1.0
  1503.  
  1504.   BuildCost           = 500
  1505.   BuildTime           = 15.0           ; in seconds
  1506.   VisionRange         = 160.0          ; Shroud clearing distance
  1507.   ShroudClearingRange = 160
  1508.  
  1509.    CommandSet            = CastleGateCommandSet
  1510.  
  1511.   ; *** AUDIO Parameters ***
  1512.  
  1513.       SoundOnDamaged            = BuildingLightDamageStone
  1514.     SoundOnReallyDamaged    = BuildingHeavyDamageStone
  1515.  
  1516.     UnitSpecificSounds
  1517.         UnderConstruction        = BuildingConstructionLoop  ; Built first time
  1518.         ; UnderRepairFromDamage    = NoSound                    ; Repaired No animation on the building, so don't bother playing sound
  1519.         UnderRepairFromRubble    = BuildingConstructionLoop    ; Repaired from completely destroyed (not used???)
  1520.     End
  1521.  
  1522.     ClientBehavior = ModelConditionAudioLoopClientBehavior ModuleTag_PlayCollapseSound
  1523.         ModelCondition = REQUIRED:RUBBLE Sound:BuildingSink
  1524.     End
  1525.  
  1526.     ; *** ENGINEERING Parameters ***
  1527.  
  1528.     RadarPriority       = NOT_ON_RADAR
  1529.     KindOf              = PRELOAD STRUCTURE IMMOBILE CHUNK_VENDOR  NOT_AUTOACQUIRABLE SELECTABLE
  1530.  
  1531.  
  1532.     Body                        = ActiveBody ModuleTag_05
  1533.         MaxHealth                = 2500.0
  1534.         MaxHealthDamaged        = 1500.0
  1535.         MaxHealthReallyDamaged  = 700.0
  1536.     End
  1537.  
  1538.     ArmorSet
  1539.         Conditions        = None
  1540.         Armor             = FornostGates
  1541.         DamageFX          = GateDamageFX
  1542.     End
  1543.  
  1544.     Behavior = GateOpenAndCloseBehavior ModuleTag_GATE
  1545.         ResetTimeInMilliseconds            = 2000                ;important! this must be longer than the gates animation, ir it will twitch
  1546.         RepelCollidingUnits                = No
  1547.         OpenByDefault                    = No
  1548.         PercentOpenForPathing            = 50
  1549.         SoundOpeningGateLoop            = GateOpenStart
  1550.         SoundClosingGateLoop            = GateCloseStart
  1551.         SoundFinishedOpeningGate        = GateOpenEnd
  1552.         SoundFinishedClosingGate        = GateCloseEnd
  1553.         TimeBeforePlayingOpenSound        = 9500
  1554.         TimeBeforePlayingClosedSound    = 9500
  1555.     End
  1556.     
  1557.     Behavior = KeepObjectDie ModuleTag_IWantRubble
  1558.     End
  1559.   
  1560.     AttackContactPoint = X:-24 Y:-24 Z:92
  1561.  
  1562.     Geometry              = BOX
  1563.     GeometryMajorRadius   = 90.0
  1564.     GeometryMinorRadius   = 25.0
  1565.     GeometryHeight        = 90.0
  1566.     GeometryOffset          = X:26 Y:110 Z:0
  1567. ;    GeometryRotationAnchorOffset = X:0.0 Y:0.0    
  1568.  
  1569.     AdditionalGeometry    = BOX
  1570.     GeometryMajorRadius   = 90.0
  1571.     GeometryMinorRadius   = 25.0
  1572.     GeometryHeight        = 90.0
  1573.     GeometryOffset          = X:26 Y:-110 Z:0
  1574. ;    GeometryRotationAnchorOffset = X:0.0 Y:0.0        
  1575.  
  1576.  
  1577.     ; Main
  1578.     AdditionalGeometry    = BOX
  1579.     GeometryName          = "Closed"
  1580.     GeometryMajorRadius   = 5.0  
  1581.     GeometryMinorRadius   = 100.0  
  1582.     GeometryHeight        = 85.0
  1583.     GeometryOffset        = X:-30 Y:0 Z:0
  1584.         
  1585.     ; Left open
  1586.     AdditionalGeometry    = BOX
  1587.     GeometryName          = "OpenLeft"
  1588.     GeometryMajorRadius   = 50.0  
  1589.     GeometryMinorRadius   = 5.0  
  1590.     GeometryHeight        = 85
  1591.     GeometryOffset        = X:20 Y:95 Z:0
  1592.     
  1593.     ; Right open
  1594.     AdditionalGeometry    = BOX
  1595.     GeometryName          = "OpenRight"
  1596.     GeometryMajorRadius   = 50.0  
  1597.     GeometryMinorRadius   = 5.0  
  1598.     GeometryHeight        = 85
  1599.     GeometryOffset        = X:20 Y:-95 Z:0
  1600.  
  1601.     GeometryIsSmall       = No
  1602.       
  1603.     Shadow                = SHADOW_VOLUME
  1604.  
  1605. End
  1606.  
  1607.  
  1608. ;------------------------------------------------------------------------------ 
  1609. ;Fornost Gate
  1610. Object FornostGateLarge
  1611.  
  1612.     SelectPortrait = BPCFornostGate
  1613.  
  1614.   ; *** ART Parameters ***
  1615. ;  SelectPortrait         = SNReactor_L
  1616. ;  ButtonImage            = SNReactor
  1617.   ;day
  1618.  
  1619.   Draw = W3DScriptedModelDraw ModuleTag_Draw
  1620.     OkToChangeModelColor  = Yes
  1621.     UseStandardModelNames = Yes
  1622.  
  1623.     DefaultModelConditionState
  1624.       Model = FBGate_Large    
  1625.     End
  1626.     
  1627.     ;WallBoundsMesh = P1
  1628.     ;RampMesh1 = P2
  1629.     ;RampMesh2 = P3   
  1630.     
  1631.   End
  1632.  
  1633.   ; ***DESIGN parameters ***
  1634.   DisplayName         = OBJECT:FornostGateLarge
  1635.   Side                = Civilian
  1636.   EditorSorting       = STRUCTURE
  1637.   Browser = REGION Minas_Morgul STRUCTURE
  1638.   ThreatLevel = 1.0
  1639.  
  1640.   BuildCost           = 500
  1641.   BuildTime           = 15.0           ; in seconds
  1642.   VisionRange         = 160.0          ; Shroud clearing distance
  1643.   ShroudClearingRange = 160
  1644.  
  1645. ;  CommandSet          = GondorBarracksCommandSet
  1646.  
  1647.     ; *** AUDIO Parameters ***
  1648.  
  1649.       SoundOnDamaged            = BuildingLightDamageStone
  1650.     SoundOnReallyDamaged    = BuildingHeavyDamageStone
  1651.  
  1652.     UnitSpecificSounds
  1653.         UnderConstruction        = BuildingConstructionLoop  ; Built first time
  1654.         ; UnderRepairFromDamage    = NoSound                    ; Repaired No animation on the building, so don't bother playing sound
  1655.         UnderRepairFromRubble    = BuildingConstructionLoop    ; Repaired from completely destroyed (not used???)
  1656.     End
  1657.  
  1658.     ; *** ENGINEERING Parameters ***
  1659.  
  1660.     RadarPriority       = NOT_ON_RADAR
  1661.     KindOf              = PRELOAD STRUCTURE IMMOBILE CHUNK_VENDOR  NOT_AUTOACQUIRABLE SELECTABLE
  1662.  
  1663.     Body                        = ActiveBody ModuleTag_05
  1664.         MaxHealth                = 10000.0
  1665.         MaxHealthDamaged        = 5000.0
  1666.         MaxHealthReallyDamaged  = 2500.0
  1667.     End
  1668.  
  1669.     ArmorSet
  1670.         Conditions        = None
  1671.         Armor             = FornostGates
  1672.         DamageFX          = GateDamageFX
  1673.     End
  1674.  
  1675.     Behavior = ProductionUpdate ModuleTag_06
  1676.         ; nothing
  1677.     End
  1678.   
  1679.     Behavior                  = StructureCollapseUpdate ModuleTag_08
  1680.         MinCollapseDelay        = 000
  1681.         MaxCollapseDelay        = 000
  1682.         CollapseDamping         = .5
  1683.         MaxShudder              = 0.6
  1684.         MinBurstDelay           = 250
  1685.         MaxBurstDelay           = 800
  1686.         BigBurstFrequency       = 4
  1687.         FXList                  = INITIAL   FX_StructureMediumCollapse
  1688.         FXList                  = ALMOST_FINAL  FX_StructureAlmostCollapse
  1689.         DestroyObjectWhenDone    = Yes
  1690.         CollapseHeight            = 155
  1691.     End
  1692.   
  1693.     AttackContactPoint = X:-24 Y:-24 Z:92
  1694.  
  1695.     Geometry              = BOX
  1696.     GeometryMajorRadius   = 135.0
  1697.     GeometryMinorRadius   = 41.0
  1698.     GeometryHeight        = 223.0
  1699.     GeometryOffset          = X:40 Y:-156 Z:0
  1700.  
  1701.     AdditionalGeometry    = BOX
  1702.     GeometryMajorRadius   = 135.0
  1703.     GeometryMinorRadius   = 41.0
  1704.     GeometryHeight        = 223.0
  1705.     GeometryOffset          = X:41 Y:156 Z:0
  1706.     
  1707.     AdditionalGeometry    = BOX
  1708.     GeometryMajorRadius   = 13.0
  1709.     GeometryMinorRadius   = 119.0
  1710.     GeometryHeight        = 223.0
  1711.     GeometryOffset          = X:-43 Y:2 Z:0
  1712.     
  1713.  
  1714.     GeometryIsSmall       = No
  1715.       
  1716.     Shadow                = SHADOW_VOLUME
  1717.  
  1718. End
  1719.  
  1720. ;------------------------------------------------------------------------------ 
  1721. ;Fornost Broken Statue 1
  1722. Object FornostBrokenStatue1
  1723.  
  1724. ;    SelectPortrait = BPRHelmsDeep
  1725.  
  1726.   ; *** ART Parameters ***
  1727. ;  SelectPortrait         = SNReactor_L
  1728. ;  ButtonImage            = SNReactor
  1729.   ;day
  1730.  
  1731.   Draw = W3DScriptedModelDraw ModuleTag_Draw
  1732.     OkToChangeModelColor  = Yes
  1733.     UseStandardModelNames = Yes
  1734.  
  1735.     DefaultModelConditionState
  1736.       Model = BKStatue        
  1737.     End
  1738.     
  1739.   End
  1740.  
  1741.   ; ***DESIGN parameters ***
  1742.   DisplayName         = OBJECT:Prop
  1743.   Side                = Civilian
  1744.   EditorSorting       = STRUCTURE
  1745.   Browser = REGION Minas_Morgul STRUCTURE
  1746.   ThreatLevel = 1.0
  1747.  
  1748.   BuildCost           = 500
  1749.   BuildTime           = 15.0           ; in seconds
  1750.   VisionRange         = 160.0          ; Shroud clearing distance
  1751.   ShroudClearingRange = 160
  1752.  
  1753. ;  CommandSet          = GondorBarracksCommandSet
  1754.  
  1755.     ; *** AUDIO Parameters ***
  1756.  
  1757.       SoundOnDamaged            = BuildingLightDamageStone
  1758.     SoundOnReallyDamaged    = BuildingHeavyDamageStone
  1759.  
  1760.     UnitSpecificSounds
  1761.         UnderConstruction        = BuildingConstructionLoop  ; Built first time
  1762.         ; UnderRepairFromDamage    = NoSound                    ; Repaired No animation on the building, so don't bother playing sound
  1763.         UnderRepairFromRubble    = BuildingConstructionLoop    ; Repaired from completely destroyed (not used???)
  1764.     End
  1765.  
  1766.     ; *** ENGINEERING Parameters ***
  1767.  
  1768.     RadarPriority       = NOT_ON_RADAR
  1769.     KindOf              = PRELOAD STRUCTURE IMMOBILE CHUNK_VENDOR  IGNORED_IN_GUI NOT_AUTOACQUIRABLE SELECTABLE
  1770.  
  1771.     Body                        = ActiveBody ModuleTag_05
  1772.         MaxHealth                = 1000.0
  1773.         MaxHealthDamaged        = 700.0
  1774.         MaxHealthReallyDamaged  = 300.0
  1775.     End
  1776.  
  1777.     ArmorSet
  1778.         Conditions        = None
  1779.         Armor             = HelmsDeepGates
  1780.         DamageFX          = GateDamageFX
  1781.     End
  1782.  
  1783.     Behavior = ProductionUpdate ModuleTag_06
  1784.         ; nothing
  1785.     End
  1786.   
  1787.     Behavior                  = StructureCollapseUpdate ModuleTag_08
  1788.         MinCollapseDelay        = 000
  1789.         MaxCollapseDelay        = 000
  1790.         CollapseDamping         = .5
  1791.         MaxShudder              = 0.6
  1792.         MinBurstDelay           = 250
  1793.         MaxBurstDelay           = 800
  1794.         BigBurstFrequency       = 4
  1795.         FXList                  = INITIAL   FX_StructureMediumCollapse
  1796.         FXList                  = ALMOST_FINAL  FX_StructureAlmostCollapse
  1797.         DestroyObjectWhenDone    = Yes
  1798.         CollapseHeight            = 155
  1799.     End
  1800.   
  1801.     AttackContactPoint = X:-24 Y:-24 Z:92
  1802.  
  1803.     Geometry              = BOX
  1804.     GeometryMajorRadius   = 15.0
  1805.     GeometryMinorRadius   = 16.0
  1806.     GeometryHeight        = 36.0
  1807.     GeometryOffset          = X:-8.5 Y:2.5 Z:0
  1808. ;    GeometryRotationAnchorOffset = X:0.0 Y:0.0    
  1809.     
  1810.     GeometryIsSmall       = No
  1811.     Shadow                = SHADOW_VOLUME
  1812. End
  1813.  
  1814.  
  1815.  
  1816. ;------------------------------------------------------------------------------ 
  1817. ;Fornost Broken Statue 2
  1818. Object FornostBrokenStatue2
  1819.  
  1820. ;    SelectPortrait = BPRHelmsDeep
  1821.  
  1822.   ; *** ART Parameters ***
  1823. ;  SelectPortrait         = SNReactor_L
  1824. ;  ButtonImage            = SNReactor
  1825.   ;day
  1826.  
  1827.   Draw = W3DScriptedModelDraw ModuleTag_Draw
  1828.     OkToChangeModelColor  = Yes
  1829.     UseStandardModelNames = Yes
  1830.  
  1831.     DefaultModelConditionState
  1832.       Model = BKStatue2
  1833.     End
  1834.     
  1835.   End
  1836.  
  1837.   ; ***DESIGN parameters ***
  1838.   DisplayName         = OBJECT:Prop
  1839.   Side                = Civilian
  1840.   EditorSorting       = STRUCTURE
  1841.   Browser = REGION Minas_Morgul STRUCTURE
  1842.   ThreatLevel = 1.0
  1843.  
  1844.   BuildCost           = 500
  1845.   BuildTime           = 15.0           ; in seconds
  1846.   VisionRange         = 160.0          ; Shroud clearing distance
  1847.   ShroudClearingRange = 160
  1848.  
  1849. ;  CommandSet          = GondorBarracksCommandSet
  1850.  
  1851.     ; *** AUDIO Parameters ***
  1852.  
  1853.       SoundOnDamaged            = BuildingLightDamageStone
  1854.     SoundOnReallyDamaged    = BuildingHeavyDamageStone
  1855.  
  1856.     UnitSpecificSounds
  1857.         UnderConstruction        = BuildingConstructionLoop  ; Built first time
  1858.         ; UnderRepairFromDamage    = NoSound                    ; Repaired No animation on the building, so don't bother playing sound
  1859.         UnderRepairFromRubble    = BuildingConstructionLoop    ; Repaired from completely destroyed (not used???)
  1860.     End
  1861.  
  1862.     ; *** ENGINEERING Parameters ***
  1863.  
  1864.     RadarPriority       = NOT_ON_RADAR
  1865.     KindOf              = PRELOAD STRUCTURE IMMOBILE CHUNK_VENDOR  IGNORED_IN_GUI NOT_AUTOACQUIRABLE SELECTABLE
  1866.  
  1867.     Body                        = ActiveBody ModuleTag_05
  1868.         MaxHealth                = 1000.0
  1869.         MaxHealthDamaged        = 700.0
  1870.         MaxHealthReallyDamaged  = 300.0
  1871.     End
  1872.  
  1873.     ArmorSet
  1874.         Conditions        = None
  1875.         Armor             = HelmsDeepGates
  1876.         DamageFX          = GateDamageFX
  1877.     End
  1878.  
  1879.     Behavior = ProductionUpdate ModuleTag_06
  1880.         ; nothing
  1881.     End
  1882.   
  1883.     Behavior                  = StructureCollapseUpdate ModuleTag_08
  1884.         MinCollapseDelay        = 000
  1885.         MaxCollapseDelay        = 000
  1886.         CollapseDamping         = .5
  1887.         MaxShudder              = 0.6
  1888.         MinBurstDelay           = 250
  1889.         MaxBurstDelay           = 800
  1890.         BigBurstFrequency       = 4
  1891.         FXList                  = INITIAL   FX_StructureMediumCollapse
  1892.         FXList                  = ALMOST_FINAL  FX_StructureAlmostCollapse
  1893.         DestroyObjectWhenDone    = Yes
  1894.         CollapseHeight            = 155
  1895.     End
  1896.   
  1897.     AttackContactPoint = X:-24 Y:-24 Z:92
  1898.  
  1899.     Geometry              = BOX
  1900.     GeometryMajorRadius   = 18.0
  1901.     GeometryMinorRadius   = 11.0
  1902.     GeometryHeight        = 12.0
  1903.     GeometryOffset          = X:3.3 Y:2.5 Z:0
  1904. ;    GeometryRotationAnchorOffset = X:0.0 Y:0.0    
  1905.     
  1906.     GeometryIsSmall       = No
  1907.     Shadow                = SHADOW_VOLUME
  1908. End
  1909.  
  1910.  
  1911. ;------------------------------------------------------------------------------ 
  1912. ;Fornost Broken Statue 3
  1913. Object FornostBrokenStatue3
  1914.  
  1915. ;    SelectPortrait = BPRHelmsDeep
  1916.  
  1917.   ; *** ART Parameters ***
  1918. ;  SelectPortrait         = SNReactor_L
  1919. ;  ButtonImage            = SNReactor
  1920.   ;day
  1921.  
  1922.   Draw = W3DScriptedModelDraw ModuleTag_Draw
  1923.     OkToChangeModelColor  = Yes
  1924.     UseStandardModelNames = Yes
  1925.  
  1926.     DefaultModelConditionState
  1927.       Model = BKStatue3
  1928.     End
  1929.     
  1930.   End
  1931.  
  1932.   ; ***DESIGN parameters ***
  1933.   DisplayName         = OBJECT:Prop
  1934.   Side                = Civilian
  1935.   EditorSorting       = STRUCTURE
  1936.   Browser = REGION Minas_Morgul STRUCTURE
  1937.   ThreatLevel = 1.0
  1938.  
  1939.   BuildCost           = 500
  1940.   BuildTime           = 15.0           ; in seconds
  1941.   VisionRange         = 160.0          ; Shroud clearing distance
  1942.   ShroudClearingRange = 160
  1943.  
  1944. ;  CommandSet          = GondorBarracksCommandSet
  1945.  
  1946.     ; *** AUDIO Parameters ***
  1947.  
  1948.       SoundOnDamaged            = BuildingLightDamageStone
  1949.     SoundOnReallyDamaged    = BuildingHeavyDamageStone
  1950.  
  1951.     UnitSpecificSounds
  1952.         UnderConstruction        = BuildingConstructionLoop  ; Built first time
  1953.         ; UnderRepairFromDamage    = NoSound                    ; Repaired No animation on the building, so don't bother playing sound
  1954.         UnderRepairFromRubble    = BuildingConstructionLoop    ; Repaired from completely destroyed (not used???)
  1955.     End
  1956.  
  1957.     ; *** ENGINEERING Parameters ***
  1958.  
  1959.     RadarPriority       = NOT_ON_RADAR
  1960.     KindOf              = PRELOAD STRUCTURE IMMOBILE CHUNK_VENDOR  IGNORED_IN_GUI NOT_AUTOACQUIRABLE SELECTABLE
  1961.  
  1962.     Body                        = ActiveBody ModuleTag_05
  1963.         MaxHealth                = 1000.0
  1964.         MaxHealthDamaged        = 700.0
  1965.         MaxHealthReallyDamaged  = 300.0
  1966.     End
  1967.  
  1968.     ArmorSet
  1969.         Conditions        = None
  1970.         Armor             = HelmsDeepGates
  1971.         DamageFX          = GateDamageFX
  1972.     End
  1973.  
  1974.     Behavior = ProductionUpdate ModuleTag_06
  1975.         ; nothing
  1976.     End
  1977.   
  1978.     Behavior                  = StructureCollapseUpdate ModuleTag_08
  1979.         MinCollapseDelay        = 000
  1980.         MaxCollapseDelay        = 000
  1981.         CollapseDamping         = .5
  1982.         MaxShudder              = 0.6
  1983.         MinBurstDelay           = 250
  1984.         MaxBurstDelay           = 800
  1985.         BigBurstFrequency       = 4
  1986.         FXList                  = INITIAL   FX_StructureMediumCollapse
  1987.         FXList                  = ALMOST_FINAL  FX_StructureAlmostCollapse
  1988.         DestroyObjectWhenDone    = Yes
  1989.         CollapseHeight            = 155
  1990.     End
  1991.   
  1992.     AttackContactPoint = X:-24 Y:-24 Z:92
  1993.  
  1994.     Geometry              = BOX
  1995.     GeometryMajorRadius   = 17.0
  1996.     GeometryMinorRadius   = 18.0
  1997.     GeometryHeight        = 45.0
  1998.     GeometryOffset          = X:-1.5 Y:8.5 Z:0
  1999. ;    GeometryRotationAnchorOffset = X:0.0 Y:0.0    
  2000.     
  2001.     GeometryIsSmall       = No
  2002.     Shadow                = SHADOW_VOLUME
  2003. End
  2004.  
  2005.  
  2006.  
  2007. ;------------------------------------------------------------------------------ 
  2008. ;Fornost Broken Statue 3
  2009. Object FornostSuperWeapon
  2010.  
  2011.     SelectPortrait = BPCSuperweapon
  2012.  
  2013.   ; *** ART Parameters ***
  2014. ;  SelectPortrait         = SNReactor_L
  2015. ;  ButtonImage            = SNReactor
  2016.   ;day
  2017.  
  2018.   Draw = W3DScriptedModelDraw ModuleTag_Draw
  2019.     OkToChangeModelColor  = Yes
  2020.     UseStandardModelNames = Yes
  2021.  
  2022.     //Default just sit here please
  2023.     DefaultModelConditionState
  2024.       Model = ForBSuper
  2025.     End
  2026.     
  2027.     IdleAnimationState        
  2028.     End
  2029.         
  2030.     //--damaged building    
  2031.     ModelConditionState  = DAMAGED
  2032.       Model         = ForBSuper_D1  
  2033.         ParticleSysBone FireSmall01 FireBuildingLarge
  2034.         ParticleSysBone FireSmall02 FireBuildingMedium
  2035.         ParticleSysBone FireSmall03 FireBuildingMedium
  2036.         ParticleSysBone FireSmall04 FireBuildingMedium
  2037.         ParticleSysBone FireSmall05 SmokeBuildingLarge
  2038.     End
  2039.     AnimationState = DAMAGED
  2040.     EnteringStateFX    = FX_BuildingDamaged
  2041.     End
  2042.  
  2043.     ModelConditionState  = REALLYDAMAGED
  2044.       Model         = ForBSuper_D2  
  2045.         ParticleSysBone FireSmall01 FireBuildingLarge
  2046.         ParticleSysBone FireSmall02 FireBuildingLarge
  2047.         ParticleSysBone FireSmall03 FireBuildingMedium
  2048.         ParticleSysBone FireSmall04 FireBuildingMedium
  2049.         ParticleSysBone FireSmall05 SmokeBuildingLarge
  2050.     
  2051.     End
  2052.     AnimationState = REALLYDAMAGED
  2053.     EnteringStateFX    = FX_BuildingReallyDamaged
  2054.       Animation                =    RubbleAnimation
  2055.             AnimationName        =    ForBSuper_D2.ForBSuper_D2
  2056.             AnimationMode        =    ONCE
  2057.         End
  2058.     End
  2059.  
  2060.     ModelConditionState  = RUBBLE
  2061.       Model         = ForBSuper_D3  
  2062.       ParticleSysBone SmokeLarge01 SmokeBuildingLarge
  2063.     End
  2064.     
  2065.     AnimationState = RUBBLE
  2066.       Animation                =    RubbleAnimation
  2067.             AnimationName        =    ForBSuper_D3.ForBSuper_D3
  2068.             AnimationMode        =    ONCE
  2069.         End
  2070.     End
  2071.  
  2072.     ModelConditionState  = POST_RUBBLE
  2073.         Model         = None
  2074.         ParticleSysBone NONE SmokeBuildingMediumRubble
  2075.     End
  2076.  
  2077.     ModelConditionState  = POST_COLLAPSE
  2078.          Model         = None
  2079.         ParticleSysBone NONE SmokeBuildingMediumRubble
  2080.     End
  2081.  
  2082.     //Weapon firing
  2083.     ModelConditionState = USER_1
  2084.         Model = ForBSuper
  2085.     End
  2086.  
  2087.     AnimationState = USER_1
  2088.         StateName                =   STATE_Idle
  2089.         Animation = IdleA
  2090.             AnimationName        =    ForBSuper.ForBSuper
  2091.             AnimationMode        =    ONCE
  2092.         End
  2093.         FXEvent    = Frame:9 Name:FX_SuperWeaponAttack
  2094.     End
  2095.   End
  2096.  
  2097. ;----------------------------
  2098. ; THIS IS THE ANIMATED PART
  2099. ;----------------------------
  2100.  
  2101.   Draw = W3DScriptedModelDraw ModuleTag_Draw_Weapon
  2102.     OkToChangeModelColor  = Yes
  2103.     UseStandardModelNames = Yes
  2104.  
  2105.     //Default just sit here please
  2106.     DefaultModelConditionState
  2107.       Model = ForBSuper2_SKN
  2108.     End
  2109.     
  2110.     IdleAnimationState        
  2111.         Animation = IdleA
  2112.             AnimationName        =    ForBSuper2_SKL.ForBSuper2_IDLA
  2113.             AnimationMode        =    ONCE
  2114.         End
  2115.     End
  2116.         
  2117.     //--damaged building    
  2118.     ModelConditionState  = DAMAGED
  2119.       Model         = ForBSuper2_SKND
  2120.     End
  2121.  
  2122.     ModelConditionState  = REALLYDAMAGED
  2123.       Model         = ForBSuper2_SKND  
  2124.     End
  2125.  
  2126.     ModelConditionState  = RUBBLE
  2127.       Model         = None  
  2128.     End
  2129.     
  2130.     AnimationState = RUBBLE
  2131.     End
  2132.  
  2133.     ModelConditionState  = POST_RUBBLE
  2134.         Model         = None
  2135.     End
  2136.  
  2137.     ModelConditionState  = POST_COLLAPSE
  2138.          Model         = None
  2139.         ParticleSysBone NONE SmokeBuildingMediumRubble
  2140.     End
  2141.  
  2142.     //Weapon firing
  2143. ;    ModelConditionState = USER_1
  2144. ;        Model = ForBSuper
  2145. ;    End
  2146.  
  2147.     AnimationState = USER_1
  2148.         StateName                =   STATE_Idle
  2149.         Animation = IdleA
  2150.             AnimationName        =    ForBSuper2_SKL.ForBSuper2_ATKA
  2151.             AnimationMode        =    ONCE
  2152.         End
  2153.         FXEvent    = Frame:9 Name:FX_SuperWeaponAttack
  2154.     End
  2155.     
  2156.   End
  2157.   
  2158.   ; ***DESIGN parameters ***
  2159.   DisplayName         = OBJECT:FornostSuperWeapon
  2160.   Side                = Civilian
  2161.   EditorSorting       = STRUCTURE
  2162.   Browser = REGION Minas_Morgul STRUCTURE
  2163.   ThreatLevel = 1.0
  2164.  
  2165.   BuildCost           = 500
  2166.   BuildTime           = 15.0           ; in seconds
  2167.   VisionRange         = 160.0          ; Shroud clearing distance
  2168.   ShroudClearingRange = 160
  2169.  
  2170.   CommandSet          = EmptyCommandSet
  2171.  
  2172.   ; *** AUDIO Parameters ***
  2173.   
  2174.       SoundOnDamaged            = BuildingLightDamageStone
  2175.     SoundOnReallyDamaged    = BuildingHeavyDamageStone
  2176.  
  2177.     UnitSpecificSounds
  2178.         UnderConstruction        = BuildingConstructionLoop  ; Built first time
  2179.         ; UnderRepairFromDamage    = NoSound                    ; Repaired No animation on the building, so don't bother playing sound
  2180.         UnderRepairFromRubble    = BuildingConstructionLoop    ; Repaired from completely destroyed (not used???)
  2181.     End
  2182.  
  2183.     ClientBehavior = AnimationSoundClientBehavior ModuleTag_AnimAudioBehavior
  2184.         MaxUpdateRangeCap = 800
  2185.         AnimationSound = Sound:EarthHammerImpactMS        Animation:ForBSuper2_SKL.ForBSuper2_ATKA    Frames:8
  2186.         AnimationSound = Sound:EarthHammerClickStart    Animation:ForBSuper2_SKL.ForBSuper2_ATKA    Frames:45
  2187.         AnimationSound = Sound:EarthHammerRelease        Animation:ForBSuper2_SKL.ForBSuper2_ATKA    Frames:0
  2188.         AnimationSound = Sound:EarthHammerWinchUp        Animation:ForBSuper2_SKL.ForBSuper2_ATKA    Frames:70
  2189.     End
  2190.  
  2191.     ; *** ENGINEERING Parameters ***
  2192.  
  2193.     RadarPriority       = NOT_ON_RADAR
  2194.     KindOf              = PRELOAD STRUCTURE IMMOBILE CHUNK_VENDOR  NOT_AUTOACQUIRABLE SELECTABLE
  2195.  
  2196.     Body                        = ActiveBody ModuleTag_05
  2197.         MaxHealth                = 5000.0
  2198.         MaxHealthDamaged        = 2500.0
  2199.         MaxHealthReallyDamaged  = 1200.0
  2200.     End
  2201.  
  2202.     ArmorSet
  2203.         Conditions        = None
  2204.         Armor            = StructureArmor
  2205.     End
  2206.  
  2207.     Behavior = ProductionUpdate ModuleTag_06
  2208.         ; nothing
  2209.     End
  2210.   
  2211.     Behavior                  = StructureCollapseUpdate ModuleTag_08
  2212.         MinCollapseDelay        = 000
  2213.         MaxCollapseDelay        = 000
  2214.         CollapseDamping         = .5
  2215.         MaxShudder              = 0.6
  2216.         MinBurstDelay           = 250
  2217.         MaxBurstDelay           = 800
  2218.         BigBurstFrequency       = 4
  2219.         FXList                  = INITIAL   FX_StructureMediumCollapse
  2220.         FXList                  = ALMOST_FINAL  FX_StructureAlmostCollapse
  2221.         DestroyObjectWhenDone    = Yes
  2222.         CollapseHeight            = 155
  2223.     End
  2224.   
  2225.     AttackContactPoint = X:-24 Y:-24 Z:92
  2226.  
  2227.     Geometry              = BOX
  2228.     GeometryMajorRadius   = 100.0
  2229.     GeometryMinorRadius   = 25.0
  2230.     GeometryHeight        = 160.0
  2231.     GeometryOffset          = X:-50.0 Y:0 Z:0
  2232.  
  2233.     AdditionalGeometry    = BOX
  2234.     GeometryMajorRadius   = 15.0
  2235.     GeometryMinorRadius   = 32.5
  2236.     GeometryHeight        = 145.0
  2237.     GeometryOffset          = X:-3.3 Y:60 Z:0
  2238.  
  2239.     AdditionalGeometry    = BOX
  2240.     GeometryMajorRadius   = 15.0
  2241.     GeometryMinorRadius   = 32.5
  2242.     GeometryHeight        = 145.0
  2243.     GeometryOffset          = X:-3.3 Y:-60 Z:0
  2244.         
  2245.     GeometryIsSmall       = No
  2246.     Shadow                = SHADOW_VOLUME
  2247. End
  2248.  
  2249.  
  2250.