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data_ini_object_civilian_fornostbuildings.ini
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2006-01-31
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2,250 lines
;------------------------------------------------------------------------------
;Fornost Wall 1
Object ForBWall1
; SelectPortrait = BPRHelmsDeep
; *** ART Parameters ***
; SelectPortrait = SNReactor_L
; ButtonImage = SNReactor
;day
Draw = W3DScriptedModelDraw ModuleTag_Draw
OkToChangeModelColor = Yes
UseStandardModelNames = Yes
DefaultModelConditionState
Model = ForBWall1
End
WallBoundsMesh = P1
;RampMesh1 = P2
;RampMesh2 = P3
End
; ***DESIGN parameters ***
DisplayName = OBJECT:Prop
Side = Civilian
EditorSorting = STRUCTURE
Browser = REGION Minas_Morgul 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
UnitSpecificSounds
UnderConstruction = WallConstructionLoop ; Built first time
; UnderRepairFromDamage = NoSound ; Repaired No animation on the building, so don't bother playing sound
UnderRepairFromRubble = WallConstructionLoop ; Repaired from completely destroyed (not used???)
End
; *** ENGINEERING Parameters ***
RadarPriority = NOT_ON_RADAR
KindOf = PRELOAD STRUCTURE IMMOBILE CHUNK_VENDOR NOT_AUTOACQUIRABLE SELECTABLE IGNORED_IN_GUI WALK_ON_TOP_OF_WALL WALL_SEGMENT IGNORED_IN_GUI
Body = ActiveBody ModuleTag_05
MaxHealth = 3500.0
MaxHealthDamaged = 1700.0
MaxHealthReallyDamaged = 800.0
End
ArmorSet
Conditions = None
Armor = FornostWalls
DamageFX = GateDamageFX
End
Behavior = ProductionUpdate ModuleTag_06
; nothing
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 = 80.0
GeometryMinorRadius = 40.0
GeometryHeight = 60.0
; GeometryOffset = X:0 Y:0 Z:0
GeometryRotationAnchorOffset = X:0.0 Y:0.0
GeometryIsSmall = No
Shadow = SHADOW_VOLUME
End
;------------------------------------------------------------------------------
;Fornost Wall 2
Object ForBWall2
; SelectPortrait = BPRHelmsDeep
; *** ART Parameters ***
; SelectPortrait = SNReactor_L
; ButtonImage = SNReactor
;day
Draw = W3DScriptedModelDraw ModuleTag_Draw
OkToChangeModelColor = Yes
UseStandardModelNames = Yes
DefaultModelConditionState
Model = ForBWall2
End
WallBoundsMesh = P1
;RampMesh1 = P2
;RampMesh2 = P3
End
; ***DESIGN parameters ***
DisplayName = OBJECT:Prop
Side = Civilian
EditorSorting = STRUCTURE
Browser = REGION Minas_Morgul 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
UnitSpecificSounds
UnderConstruction = WallConstructionLoop ; Built first time
; UnderRepairFromDamage = NoSound ; Repaired No animation on the building, so don't bother playing sound
UnderRepairFromRubble = WallConstructionLoop ; Repaired from completely destroyed (not used???)
End
; *** ENGINEERING Parameters ***
RadarPriority = NOT_ON_RADAR
KindOf = PRELOAD STRUCTURE IMMOBILE CHUNK_VENDOR NOT_AUTOACQUIRABLE SELECTABLE IGNORED_IN_GUI WALK_ON_TOP_OF_WALL WALL_SEGMENT
Body = ActiveBody ModuleTag_05
MaxHealth = 3500.0
MaxHealthDamaged = 1700.0
MaxHealthReallyDamaged = 800.0
End
ArmorSet
Conditions = None
Armor = FornostWalls
DamageFX = GateDamageFX
End
Behavior = ProductionUpdate ModuleTag_06
; nothing
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 = 45.0
GeometryMinorRadius = 40.0
GeometryHeight = 60.0
; GeometryOffset = X:0 Y:0 Z:0
GeometryRotationAnchorOffset = X:0.0 Y:0.0
GeometryIsSmall = No
Shadow = SHADOW_VOLUME
End
;------------------------------------------------------------------------------
;Fornost Wall 3
Object ForBWall3
; SelectPortrait = BPRHelmsDeep
; *** ART Parameters ***
; SelectPortrait = SNReactor_L
; ButtonImage = SNReactor
;day
Draw = W3DScriptedModelDraw ModuleTag_Draw
OkToChangeModelColor = Yes
UseStandardModelNames = Yes
DefaultModelConditionState
Model = ForBWall3
End
WallBoundsMesh = P1
;RampMesh1 = P2
;RampMesh2 = P3
End
; ***DESIGN parameters ***
DisplayName = OBJECT:Prop
Side = Civilian
EditorSorting = STRUCTURE
Browser = REGION Minas_Morgul 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
UnitSpecificSounds
UnderConstruction = WallConstructionLoop ; Built first time
; UnderRepairFromDamage = NoSound ; Repaired No animation on the building, so don't bother playing sound
UnderRepairFromRubble = WallConstructionLoop ; Repaired from completely destroyed (not used???)
End
; *** ENGINEERING Parameters ***
RadarPriority = NOT_ON_RADAR
KindOf = PRELOAD STRUCTURE IMMOBILE CHUNK_VENDOR NOT_AUTOACQUIRABLE SELECTABLE IGNORED_IN_GUI WALK_ON_TOP_OF_WALL WALL_SEGMENT
Body = ActiveBody ModuleTag_05
MaxHealth = 3500.0
MaxHealthDamaged = 1700.0
MaxHealthReallyDamaged = 800.0
End
ArmorSet
Conditions = None
Armor = FornostWalls
DamageFX = GateDamageFX
End
Behavior = ProductionUpdate ModuleTag_06
; nothing
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 = 50.0
GeometryMinorRadius = 50.0
GeometryHeight = 60.0
; GeometryOffset = X:0 Y:0 Z:0
GeometryRotationAnchorOffset = X:0.0 Y:0.0
GeometryIsSmall = No
Shadow = SHADOW_VOLUME
End
;------------------------------------------------------------------------------
;Fornost Wall 4
Object ForBWall4
; SelectPortrait = BPRHelmsDeep
; *** ART Parameters ***
; SelectPortrait = SNReactor_L
; ButtonImage = SNReactor
;day
Draw = W3DScriptedModelDraw ModuleTag_Draw
OkToChangeModelColor = Yes
UseStandardModelNames = Yes
DefaultModelConditionState
Model = ForBWall4
End
WallBoundsMesh = P1
;RampMesh1 = P2
;RampMesh2 = P3
End
; ***DESIGN parameters ***
DisplayName = OBJECT:Prop
Side = Civilian
EditorSorting = STRUCTURE
Browser = REGION Minas_Morgul 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
UnitSpecificSounds
UnderConstruction = WallConstructionLoop ; Built first time
; UnderRepairFromDamage = NoSound ; Repaired No animation on the building, so don't bother playing sound
UnderRepairFromRubble = WallConstructionLoop ; Repaired from completely destroyed (not used???)
End
; *** ENGINEERING Parameters ***
RadarPriority = NOT_ON_RADAR
KindOf = PRELOAD STRUCTURE IMMOBILE CHUNK_VENDOR NOT_AUTOACQUIRABLE SELECTABLE IGNORED_IN_GUI WALK_ON_TOP_OF_WALL WALL_SEGMENT
Body = ActiveBody ModuleTag_05
MaxHealth = 3500.0
MaxHealthDamaged = 1700.0
MaxHealthReallyDamaged = 800.0
End
ArmorSet
Conditions = None
Armor = FornostWalls
DamageFX = GateDamageFX
End
Behavior = ProductionUpdate ModuleTag_06
; nothing
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 = 90.0
GeometryMinorRadius = 55.0
GeometryHeight = 60.0
; GeometryOffset = X:0 Y:0 Z:0
GeometryRotationAnchorOffset = X:0.0 Y:0.0
GeometryIsSmall = No
Shadow = SHADOW_VOLUME
End
;------------------------------------------------------------------------------
;Fornost Wall 5
Object ForBWall5
; SelectPortrait = BPRHelmsDeep
; *** ART Parameters ***
; SelectPortrait = SNReactor_L
; ButtonImage = SNReactor
;day
Draw = W3DScriptedModelDraw ModuleTag_Draw
OkToChangeModelColor = Yes
UseStandardModelNames = Yes
DefaultModelConditionState
Model = ForBWall5
End
;WallBoundsMesh = P1
;RampMesh1 = P2
;RampMesh2 = P3
End
; ***DESIGN parameters ***
DisplayName = OBJECT:Prop
Side = Civilian
EditorSorting = STRUCTURE
Browser = REGION Minas_Morgul 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
UnitSpecificSounds
UnderConstruction = WallConstructionLoop ; Built first time
; UnderRepairFromDamage = NoSound ; Repaired No animation on the building, so don't bother playing sound
UnderRepairFromRubble = WallConstructionLoop ; Repaired from completely destroyed (not used???)
End
; *** ENGINEERING Parameters ***
RadarPriority = NOT_ON_RADAR
KindOf = PRELOAD STRUCTURE IMMOBILE CHUNK_VENDOR NOT_AUTOACQUIRABLE SELECTABLE IGNORED_IN_GUI WALL_SEGMENT SCALEABLE_WALL
Body = ActiveBody ModuleTag_05
MaxHealth = 3500.0
MaxHealthDamaged = 1700.0
MaxHealthReallyDamaged = 800.0
End
ArmorSet
Conditions = None
Armor = FornostWalls
DamageFX = GateDamageFX
End
Behavior = ProductionUpdate ModuleTag_06
; nothing
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 = 10.0
GeometryMinorRadius = 80.0
GeometryHeight = 60.0
; GeometryOffset = X:0 Y:0 Z:0
GeometryRotationAnchorOffset = X:0.0 Y:0.0
GeometryIsSmall = No
Shadow = SHADOW_VOLUME
End
;------------------------------------------------------------------------------
;Fornost Wall 5
Object ForBWallPosternGate
; SelectPortrait = BPRHelmsDeep
; *** ART Parameters ***
; SelectPortrait = SNReactor_L
; ButtonImage = SNReactor
;day
Draw = W3DScriptedModelDraw ModuleTag_Draw
OkToChangeModelColor = Yes
UseStandardModelNames = Yes
ExtraPublicBone = Post01
ExtraPublicBone = Post02
ExtraPublicBone = Post03
ExtraPublicBone = Post04
DefaultModelConditionState
Model = ForBWall5_PG
End
;WallBoundsMesh = P1
;RampMesh1 = P2
;RampMesh2 = P3
End
Draw = W3DScriptedModelDraw ModuleTag_WallDraw
; Don't want to change the hidden state of this when the postern gate is stealthed.
AffectedByStealth = No
OkToChangeModelColor = Yes
UseStandardModelNames = Yes
DefaultModelConditionState
Model = ForBWall5
End
End
; ***DESIGN parameters ***
DisplayName = OBJECT:FornostWallPosternGate
DisplayNameInvisibleForEnemy = OBJECT:Prop
Side = Civilian
EditorSorting = STRUCTURE
Browser = REGION Minas_Morgul 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
UnitSpecificSounds
UnderConstruction = WallConstructionLoop ; Built first time
; UnderRepairFromDamage = NoSound ; Repaired No animation on the building, so don't bother playing sound
UnderRepairFromRubble = WallConstructionLoop ; Repaired from completely destroyed (not used???)
End
; *** ENGINEERING Parameters ***
RadarPriority = NOT_ON_RADAR
KindOf = PRELOAD STRUCTURE IMMOBILE CHUNK_VENDOR NOT_AUTOACQUIRABLE SELECTABLE WALL_HUB WALL_SEGMENT SCALEABLE_WALL
Body = ActiveBody ModuleTag_05
MaxHealth = 2500.0
MaxHealthDamaged = 1500.0
MaxHealthReallyDamaged = 750.0
End
ArmorSet
Conditions = None
Armor = FornostWalls
DamageFX = GateDamageFX
End
Behavior = ProductionUpdate ModuleTag_06
; nothing
End
Behavior = DynamicPortalBehaviour PosternGatePortal
ActivationDelaySeconds = 0.0
GenerateNow = Yes
ObjectFilter = POSTERNGATE_ALLOWABLE_OBJECTFILTER
BonePrefix = Post
NumberOfBones = 4
WayPoint = Index:0 Type:Walk ; 0
WayPoint = Index:1 Type:Walk ; 1
WayPoint = Index:2 Type:Walk ; 2
WayPoint = Index:3 Type:Walk ; 3
WayPoint = Index:2 Type:Walk ; 4
WayPoint = Index:1 Type:Walk ; 5
Link = From:0 Via:4 Via:5 To:3
Link = From:3 Via:1 Via:2 To:0
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
#include "..\includes\DefaultPosternGateInvisibilityUpdate.inc"
AttackContactPoint = X:-24 Y:-24 Z:92
Geometry = BOX
GeometryMajorRadius = 10.0
GeometryMinorRadius = 80.0
GeometryHeight = 60.0
; GeometryOffset = X:0 Y:0 Z:0
GeometryRotationAnchorOffset = X:0.0 Y:0.0
GeometryIsSmall = No
Shadow = SHADOW_VOLUME
End
;------------------------------------------------------------------------------
;Fornost Ramp 1
Object ForBRamp1
; SelectPortrait = BPRHelmsDeep
; *** ART Parameters ***
; SelectPortrait = SNReactor_L
; ButtonImage = SNReactor
;day
Draw = W3DScriptedModelDraw ModuleTag_Draw
OkToChangeModelColor = Yes
UseStandardModelNames = Yes
DefaultModelConditionState
Model = ForBRamp1
End
WallBoundsMesh = P1
RampMesh1 = P2
;RampMesh2 = P3
End
; ***DESIGN parameters ***
DisplayName = OBJECT:Prop
Side = Civilian
EditorSorting = STRUCTURE
Browser = REGION Minas_Morgul 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
UnitSpecificSounds
UnderConstruction = WallConstructionLoop ; Built first time
; UnderRepairFromDamage = NoSound ; Repaired No animation on the building, so don't bother playing sound
UnderRepairFromRubble = WallConstructionLoop ; Repaired from completely destroyed (not used???)
End
; *** ENGINEERING Parameters ***
RadarPriority = NOT_ON_RADAR
KindOf = PRELOAD STRUCTURE IMMOBILE CHUNK_VENDOR NOT_AUTOACQUIRABLE SELECTABLE IGNORED_IN_GUI WALK_ON_TOP_OF_WALL WALL_SEGMENT
Body = ActiveBody ModuleTag_05
MaxHealth = 3500.0
MaxHealthDamaged = 1700.0
MaxHealthReallyDamaged = 800.0
End
ArmorSet
Conditions = None
Armor = FornostWalls
DamageFX = GateDamageFX
End
Behavior = ProductionUpdate ModuleTag_06
; nothing
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 = 45.0
GeometryMinorRadius = 40.0
GeometryHeight = 60.0
; GeometryOffset = X:0 Y:0 Z:0
GeometryRotationAnchorOffset = X:0.0 Y:0.0
GeometryIsSmall = No
Shadow = SHADOW_VOLUME
End
;------------------------------------------------------------------------------
;Fornost Ramp 2
Object ForBRamp2
; SelectPortrait = BPRHelmsDeep
; *** ART Parameters ***
; SelectPortrait = SNReactor_L
; ButtonImage = SNReactor
;day
Draw = W3DScriptedModelDraw ModuleTag_Draw
OkToChangeModelColor = Yes
UseStandardModelNames = Yes
DefaultModelConditionState
Model = ForBRamp2
End
WallBoundsMesh = P1
RampMesh1 = P2
;RampMesh2 = P3
End
; ***DESIGN parameters ***
DisplayName = OBJECT:Prop
Side = Civilian
EditorSorting = STRUCTURE
Browser = REGION Minas_Morgul 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
UnitSpecificSounds
UnderConstruction = WallConstructionLoop ; Built first time
; UnderRepairFromDamage = NoSound ; Repaired No animation on the building, so don't bother playing sound
UnderRepairFromRubble = WallConstructionLoop ; Repaired from completely destroyed (not used???)
End
; *** ENGINEERING Parameters ***
RadarPriority = NOT_ON_RADAR
KindOf = PRELOAD STRUCTURE IMMOBILE CHUNK_VENDOR NOT_AUTOACQUIRABLE SELECTABLE IGNORED_IN_GUI WALK_ON_TOP_OF_WALL WALL_SEGMENT
Body = ActiveBody ModuleTag_05
MaxHealth = 3500.0
MaxHealthDamaged = 1700.0
MaxHealthReallyDamaged = 800.0
End
ArmorSet
Conditions = None
Armor = FornostWalls
DamageFX = GateDamageFX
End
Behavior = ProductionUpdate ModuleTag_06
; nothing
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 = 50.0
GeometryMinorRadius = 40.0
GeometryHeight = 60.0
; GeometryOffset = X:0 Y:0 Z:0
GeometryRotationAnchorOffset = X:0.0 Y:0.0
GeometryIsSmall = No
Shadow = SHADOW_VOLUME
End
;------------------------------------------------------------------------------
;Fornost Stronghold
Object ForStronghold
SelectPortrait = BPCFornostCitadel
; *** ART Parameters ***
; SelectPortrait = SNReactor_L
; ButtonImage = SNReactor
;day
Draw = W3DScriptedModelDraw ModuleTag_Draw
OkToChangeModelColor = Yes
UseStandardModelNames = Yes
DefaultModelConditionState
Model = ForStrong
End
;--damaged building
ModelConditionState = DAMAGED
Model = ForStrong_D1
ParticleSysBone FireSmall01 FireBuildingLarge
ParticleSysBone FireSmall02 FireBuildingMedium
ParticleSysBone FireSmall03 FireBuildingMedium
ParticleSysBone FireSmall04 FireBuildingSmall
ParticleSysBone FireSmall05 SmokeBuildingLarge
End
AnimationState = DAMAGED
EnteringStateFX = FX_BuildingDamaged
End
ModelConditionState = REALLYDAMAGED
Model = ForStrong_D2
ParticleSysBone FireSmall01 FireBuildingLarge
ParticleSysBone FireSmall02 FireBuildingLarge
ParticleSysBone FireSmall03 FireBuildingMedium
ParticleSysBone FireSmall04 SmokeBuildingLarge
ParticleSysBone FireSmall05 SmokeBuildingLarge
End
AnimationState = REALLYDAMAGED
Animation = RubbleAnimation
AnimationName = ForStrong_D2.ForStrong_D2
AnimationMode = ONCE
End
EnteringStateFX = FX_BuildingReallyDamaged
End
ModelConditionState = RUBBLE
Model = ForStrong_D3
ParticleSysBone SmokeLarge01 SmokeBuildingLarge
End
AnimationState = RUBBLE
Animation = RubbleAnimation
AnimationName = ForStrong_D3.ForStrong_D3
AnimationMode = ONCE
End
EnteringStateFX = FX_BuildingReallyDamagedWithSound ;FX_BuildingReallyDamaged
End
ModelConditionState = POST_RUBBLE
Model = None
ParticleSysBone NONE SmokeBuildingMediumRubble
End
ModelConditionState = POST_COLLAPSE
Model = None
ParticleSysBone NONE SmokeBuildingMediumRubble
End
End
; ***DESIGN parameters ***
DisplayName = OBJECT:ForStronghold
Side = Civilian
EditorSorting = STRUCTURE
Browser = REGION Minas_Morgul STRUCTURE
ThreatLevel = 1.0
BuildCost = 500
BuildTime = 15.0 ; in seconds
VisionRange = 160.0 ; Shroud clearing distance
ShroudClearingRange = 160
CommandSet = EmptyCommandSet
; *** AUDIO Parameters ***
SoundOnDamaged = BuildingLightDamageStone
SoundOnReallyDamaged = BuildingHeavyDamageStone
VoiceSelect = MenFortressSelect
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 = STRUCTURE SELECTABLE IMMOBILE NOT_AUTOACQUIRABLE SELECTABLE
Body = StructureBody ModuleTag_Body ;ActiveBody ModuleTag_05 ;
MaxHealth = 3500.0
MaxHealthDamaged = 1700.0
MaxHealthReallyDamaged = 800.0
End
ArmorSet
Conditions = None
Armor = StructureArmor
End
Behavior = ProductionUpdate ModuleTag_06
; nothing
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 = 41
GeometryMinorRadius = 110
GeometryHeight = 81
GeometryOffset = X:-21 Y:-7 Z:0
AdditionalGeometry = BOX
GeometryMajorRadius = 61
GeometryMinorRadius = 51
GeometryHeight = 148
GeometryOffset = X:-19 Y:-7 Z:0
GeometryIsSmall = No
Shadow = SHADOW_VOLUME
End
;------------------------------------------------------------------------------
Object Fornost_FallingTower
; *** ART Parameters ***
Draw = W3DScriptedModelDraw ModuleTag_01
UseStandardModelNames = Yes
OkToChangeModelColor = Yes
StaticModelLODMode = yes
DefaultModelConditionState
Model = FBTower
End
ModelConditionState = POST_COLLAPSE
Model = FBTower_D2
End
; ModelConditionState = POST_COLLAPSE NIGHT
; Model = OSFallTower
; End
; ModelConditionState = POST_COLLAPSE SNOW
; Model = OSFallTower
; End
; ModelConditionState = POST_COLLAPSE SNOW NIGHT
; Model = OSFallTower
; End
End
; ***DESIGN parameters ***
DisplayName = OBJECT:FornostTower
Side = Civilian
EditorSorting = STRUCTURE
Browser = REGION Minas_Morgul STRUCTURE
;ArmorSet
; Conditions = None
; Armor = StructureArmor
; DamageFX = StructureDamageFXNoShake
;End
; *** AUDIO Parameters ***
SoundOnDamaged = BuildingLightDamageStone
SoundOnReallyDamaged = BuildingHeavyDamageStone
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 ***
KindOf = STRUCTURE SELECTABLE IMMOBILE CAN_CAST_REFLECTIONS
Body = StructureBody ModuleTag_02
MaxHealth = 1500.0
End
Behavior = StructureToppleUpdate ModuleTag_04
MinToppleDelay = 50 ;The delay between the time we die to the beginning of the collapse.
MaxToppleDelay = 50
MinToppleBurstDelay = 1500
MaxToppleBurstDelay = 2500
ToppleAccelerationFactor = 0.25 ;Increase this value to speed up the collapse.
StructuralIntegrity = 0.75
StructuralDecay = 1.0
DamageFXTypes = ALL -WATER
ToppleStartFX = FX_FornostFallingTowerToppleStart ;FX_DefaultStructureToppleStart
ToppleDelayFX = FX_DefaultStructureToppleDelay
CrushingFX = FX_DefaultStructureCrushing
AngleFX = 20.0 FX_StructureToppleAngle20
ToppleDoneFX = FX_DefaultStructureToppleDone
CrushingWeaponName = ToppledStructureWeapon
End
Behavior = SlowDeathBehavior ModuleTag_51
DeathTypes = ALL
DestructionDelay = 30000
DecayBeginTime = 5000
SinkDelay = 14000
SinkRate = 0.84 ; in Dist/Sec
ProbabilityModifier = 50
End
Geometry = BOX
GeometryMajorRadius = 31.20
GeometryMinorRadius = 30.8
GeometryHeight = 139.60
GeometryIsSmall = No
GeometryContactPoint = X:0 Y:0 Z:139 Swoop
Shadow = SHADOW_VOLUME
End
;------------------------------------------------------------------------------
;Fornost Gate
Object FornostGate
SelectPortrait = BPCFornostGate
; *** ART Parameters ***
; SelectPortrait = SNReactor_L
; ButtonImage = SNReactor
;day
Draw = W3DScriptedModelDraw ModuleTag_Draw
OkToChangeModelColor = Yes
UseStandardModelNames = Yes
DefaultModelConditionState
Model = FBGate
End
;WallBoundsMesh = P1
;RampMesh1 = P2
;RampMesh2 = P3
End
; ---------Door
Draw = W3DScriptedModelDraw ModuleTag_Draw_Door
OkToChangeModelColor = Yes
UseStandardModelNames = Yes
DefaultModelConditionState
Model = FBGate_Door_SKN
End
ModelConditionState = DYING DOOR_1_OPENING
Model = FBGDoorOpen_D3
End
AnimationState = DYING DOOR_1_OPENING
Animation = RubbleAnimation
AnimationName = FBGDoorOpen_D3.FBGDoorOpen_D3
AnimationMode = ONCE
End
End
ModelConditionState = DYING
Model = FBGate_Door_D3
End
AnimationState = DYING
Animation = RubbleAnimation
AnimationName = FBGate_Door_D3.FBGate_Door_D3
AnimationMode = ONCE
End
End
AnimationState = DOOR_1_OPENING
Flags = START_FRAME_LAST
StateName = Door_Open
Animation = Death
AnimationName = FBGate_Door_SKL.FBGate_Door_OP
AnimationMode = ONCE
End
BeginScript
Prev = CurDrawablePrevAnimationState()
if Prev == "Door_Close" then CurDrawableSetTransitionAnimState("TRANS_Closed_To_Open") end
EndScript
End
TransitionState = TRANS_Closed_To_Open
Animation = Open
AnimationName = FBGate_Door_SKL.FBGate_Door_OPN
AnimationMode = ONCE
End
End
AnimationState = DOOR_1_CLOSING
Flags = START_FRAME_LAST
StateName = Door_Close
Animation = Death
AnimationName = FBGate_Door_SKL.FBGate_Door_CL
AnimationMode = ONCE
End
BeginScript
Prev = CurDrawablePrevAnimationState()
if Prev == "Door_Open" then CurDrawableSetTransitionAnimState("TRANS_Open_To_Closed") end
EndScript
End
TransitionState = TRANS_Open_To_Closed
Animation = Open
AnimationName = FBGate_Door_SKL.FBGate_Door_CLS
AnimationMode = ONCE
End
End
ModelConditionState = DAMAGED
Model = FBGate_Door_D1
End
AnimationState = DAMAGED
End
ModelConditionState = REALLYDAMAGED
Model = FBGate_Door_D2
End
AnimationState = REALLYDAMAGED
EnteringStateFX = FX_BuildingReallyDamaged
End
ModelConditionState = COLLAPSING
Model = FBGate_Door_D2
End
AnimationState = COLLAPSING
Animation = RubbleAnimation
AnimationName = FBGate_Door_D3.FBGate_Door_D3
AnimationMode = ONCE
End
;EnteringStateFX = FX_BuildingSinkSound ;this didn't work
End
End
; ***DESIGN parameters ***
DisplayName = OBJECT:FornostGate
Side = Civilian
EditorSorting = STRUCTURE
Browser = REGION Minas_Morgul STRUCTURE
ThreatLevel = 1.0
BuildCost = 500
BuildTime = 15.0 ; in seconds
VisionRange = 160.0 ; Shroud clearing distance
ShroudClearingRange = 160
CommandSet = CastleGateCommandSet
; *** AUDIO Parameters ***
SoundOnDamaged = BuildingLightDamageStone
SoundOnReallyDamaged = BuildingHeavyDamageStone
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
ClientBehavior = ModelConditionAudioLoopClientBehavior ModuleTag_PlayCollapseSound
ModelCondition = REQUIRED:RUBBLE Sound:BuildingSink
End
; *** ENGINEERING Parameters ***
RadarPriority = NOT_ON_RADAR
KindOf = PRELOAD STRUCTURE IMMOBILE CHUNK_VENDOR NOT_AUTOACQUIRABLE SELECTABLE
Body = ActiveBody ModuleTag_05
MaxHealth = 3000.0
MaxHealthDamaged = 1700.0
MaxHealthReallyDamaged = 800.0
End
ArmorSet
Conditions = None
Armor = FornostGates
DamageFX = GateDamageFX
End
Behavior = GateOpenAndCloseBehavior ModuleTag_GATE
ResetTimeInMilliseconds = 2000 ;important! this must be longer than the gates animation, ir it will twitch
RepelCollidingUnits = No
OpenByDefault = No
PercentOpenForPathing = 50
SoundOpeningGateLoop = GateOpenStart
SoundClosingGateLoop = GateCloseStart
SoundFinishedOpeningGate = GateOpenEnd
SoundFinishedClosingGate = GateCloseEnd
TimeBeforePlayingOpenSound = 9500
TimeBeforePlayingClosedSound = 9500
End
Behavior = KeepObjectDie ModuleTag_IWantRubble
End
AttackContactPoint = X:-24 Y:-24 Z:92
AttackContactPoint = X:-30 Y:-37 Z:35
AttackContactPoint = X:-30 Y:45 Z:35
AttackContactPoint = X:-30 Y:0 Z:35
AttackContactPoint = X:-30 Y:-72 Z:24
AttackContactPoint = X:-30 Y:72 Z:24
Geometry = BOX
GeometryMajorRadius = 90.0
GeometryMinorRadius = 25.0
GeometryHeight = 90.0
GeometryOffset = X:26 Y:110 Z:0
; GeometryRotationAnchorOffset = X:0.0 Y:0.0
AdditionalGeometry = BOX
GeometryMajorRadius = 90.0
GeometryMinorRadius = 25.0
GeometryHeight = 90.0
GeometryOffset = X:26 Y:-110 Z:0
; GeometryRotationAnchorOffset = X:0.0 Y:0.0
; Main
AdditionalGeometry = BOX
GeometryName = "Closed"
GeometryMajorRadius = 5.0
GeometryMinorRadius = 100.0
GeometryHeight = 85.0
GeometryOffset = X:-30 Y:0 Z:0
; Left open
AdditionalGeometry = BOX
GeometryName = "OpenLeft"
GeometryMajorRadius = 50.0
GeometryMinorRadius = 5.0
GeometryHeight = 85
GeometryOffset = X:20 Y:95 Z:0
; Right open
AdditionalGeometry = BOX
GeometryName = "OpenRight"
GeometryMajorRadius = 50.0
GeometryMinorRadius = 5.0
GeometryHeight = 85
GeometryOffset = X:20 Y:-95 Z:0
GeometryIsSmall = No
Shadow = SHADOW_VOLUME
End
;------------------------------------------------------------------------------
;Fornost Gate No Horses
Object FornostGate2
SelectPortrait = BPCFornostGate
; *** ART Parameters ***
; SelectPortrait = SNReactor_L
; ButtonImage = SNReactor
;day
Draw = W3DScriptedModelDraw ModuleTag_Draw
OkToChangeModelColor = Yes
UseStandardModelNames = Yes
DefaultModelConditionState
Model = FBGate2
End
;WallBoundsMesh = P1
;RampMesh1 = P2
;RampMesh2 = P3
End
; ---------Door
Draw = W3DScriptedModelDraw ModuleTag_Draw_Door
OkToChangeModelColor = Yes
UseStandardModelNames = Yes
DefaultModelConditionState
Model = FBGate_Door_SKN
End
ModelConditionState = DYING DOOR_1_OPENING
Model = FBGDoorOpen_D3
End
AnimationState = DYING DOOR_1_OPENING
Animation = RubbleAnimation
AnimationName = FBGDoorOpen_D3.FBGDoorOpen_D3
AnimationMode = ONCE
End
End
ModelConditionState = DYING
Model = FBGate_Door_D3
End
AnimationState = DYING
Animation = RubbleAnimation
AnimationName = FBGate_Door_D3.FBGate_Door_D3
AnimationMode = ONCE
End
End
AnimationState = DOOR_1_OPENING
Flags = START_FRAME_LAST
StateName = Door_Open
Animation = Death
AnimationName = FBGate_Door_SKL.FBGate_Door_OP
AnimationMode = ONCE
End
BeginScript
Prev = CurDrawablePrevAnimationState()
if Prev == "Door_Close" then CurDrawableSetTransitionAnimState("TRANS_Closed_To_Open") end
EndScript
End
TransitionState = TRANS_Closed_To_Open
Animation = Open
AnimationName = FBGate_Door_SKL.FBGate_Door_OPN
AnimationMode = ONCE
End
End
AnimationState = DOOR_1_CLOSING
Flags = START_FRAME_LAST
StateName = Door_Close
Animation = Death
AnimationName = FBGate_Door_SKL.FBGate_Door_CL
AnimationMode = ONCE
End
BeginScript
Prev = CurDrawablePrevAnimationState()
if Prev == "Door_Open" then CurDrawableSetTransitionAnimState("TRANS_Open_To_Closed") end
EndScript
End
TransitionState = TRANS_Open_To_Closed
Animation = Open
AnimationName = FBGate_Door_SKL.FBGate_Door_CLS
AnimationMode = ONCE
End
End
ModelConditionState = DAMAGED
Model = FBGate_Door_D1
End
AnimationState = DAMAGED
End
ModelConditionState = REALLYDAMAGED
Model = FBGate_Door_D2
End
AnimationState = REALLYDAMAGED
EnteringStateFX = FX_BuildingReallyDamaged
End
ModelConditionState = COLLAPSING
Model = FBGate_Door_D2
End
AnimationState = COLLAPSING
Animation = RubbleAnimation
AnimationName = FBGate_Door_D3.FBGate_Door_D3
AnimationMode = ONCE
End
;EnteringStateFX = FX_BuildingSinkSound ;this didn't work
End
End
; ***DESIGN parameters ***
DisplayName = OBJECT:FornostGate2
Side = Civilian
EditorSorting = STRUCTURE
Browser = REGION Minas_Morgul STRUCTURE
ThreatLevel = 1.0
BuildCost = 500
BuildTime = 15.0 ; in seconds
VisionRange = 160.0 ; Shroud clearing distance
ShroudClearingRange = 160
CommandSet = CastleGateCommandSet
; *** AUDIO Parameters ***
SoundOnDamaged = BuildingLightDamageStone
SoundOnReallyDamaged = BuildingHeavyDamageStone
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
ClientBehavior = ModelConditionAudioLoopClientBehavior ModuleTag_PlayCollapseSound
ModelCondition = REQUIRED:RUBBLE Sound:BuildingSink
End
; *** ENGINEERING Parameters ***
RadarPriority = NOT_ON_RADAR
KindOf = PRELOAD STRUCTURE IMMOBILE CHUNK_VENDOR NOT_AUTOACQUIRABLE SELECTABLE
Body = ActiveBody ModuleTag_05
MaxHealth = 2500.0
MaxHealthDamaged = 1500.0
MaxHealthReallyDamaged = 700.0
End
ArmorSet
Conditions = None
Armor = FornostGates
DamageFX = GateDamageFX
End
Behavior = GateOpenAndCloseBehavior ModuleTag_GATE
ResetTimeInMilliseconds = 2000 ;important! this must be longer than the gates animation, ir it will twitch
RepelCollidingUnits = No
OpenByDefault = No
PercentOpenForPathing = 50
SoundOpeningGateLoop = GateOpenStart
SoundClosingGateLoop = GateCloseStart
SoundFinishedOpeningGate = GateOpenEnd
SoundFinishedClosingGate = GateCloseEnd
TimeBeforePlayingOpenSound = 9500
TimeBeforePlayingClosedSound = 9500
End
Behavior = KeepObjectDie ModuleTag_IWantRubble
End
AttackContactPoint = X:-24 Y:-24 Z:92
Geometry = BOX
GeometryMajorRadius = 90.0
GeometryMinorRadius = 25.0
GeometryHeight = 90.0
GeometryOffset = X:26 Y:110 Z:0
; GeometryRotationAnchorOffset = X:0.0 Y:0.0
AdditionalGeometry = BOX
GeometryMajorRadius = 90.0
GeometryMinorRadius = 25.0
GeometryHeight = 90.0
GeometryOffset = X:26 Y:-110 Z:0
; GeometryRotationAnchorOffset = X:0.0 Y:0.0
; Main
AdditionalGeometry = BOX
GeometryName = "Closed"
GeometryMajorRadius = 5.0
GeometryMinorRadius = 100.0
GeometryHeight = 85.0
GeometryOffset = X:-30 Y:0 Z:0
; Left open
AdditionalGeometry = BOX
GeometryName = "OpenLeft"
GeometryMajorRadius = 50.0
GeometryMinorRadius = 5.0
GeometryHeight = 85
GeometryOffset = X:20 Y:95 Z:0
; Right open
AdditionalGeometry = BOX
GeometryName = "OpenRight"
GeometryMajorRadius = 50.0
GeometryMinorRadius = 5.0
GeometryHeight = 85
GeometryOffset = X:20 Y:-95 Z:0
GeometryIsSmall = No
Shadow = SHADOW_VOLUME
End
;------------------------------------------------------------------------------
;Fornost Gate
Object FornostGateLarge
SelectPortrait = BPCFornostGate
; *** ART Parameters ***
; SelectPortrait = SNReactor_L
; ButtonImage = SNReactor
;day
Draw = W3DScriptedModelDraw ModuleTag_Draw
OkToChangeModelColor = Yes
UseStandardModelNames = Yes
DefaultModelConditionState
Model = FBGate_Large
End
;WallBoundsMesh = P1
;RampMesh1 = P2
;RampMesh2 = P3
End
; ***DESIGN parameters ***
DisplayName = OBJECT:FornostGateLarge
Side = Civilian
EditorSorting = STRUCTURE
Browser = REGION Minas_Morgul 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
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 = NOT_ON_RADAR
KindOf = PRELOAD STRUCTURE IMMOBILE CHUNK_VENDOR NOT_AUTOACQUIRABLE SELECTABLE
Body = ActiveBody ModuleTag_05
MaxHealth = 10000.0
MaxHealthDamaged = 5000.0
MaxHealthReallyDamaged = 2500.0
End
ArmorSet
Conditions = None
Armor = FornostGates
DamageFX = GateDamageFX
End
Behavior = ProductionUpdate ModuleTag_06
; nothing
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 = 135.0
GeometryMinorRadius = 41.0
GeometryHeight = 223.0
GeometryOffset = X:40 Y:-156 Z:0
AdditionalGeometry = BOX
GeometryMajorRadius = 135.0
GeometryMinorRadius = 41.0
GeometryHeight = 223.0
GeometryOffset = X:41 Y:156 Z:0
AdditionalGeometry = BOX
GeometryMajorRadius = 13.0
GeometryMinorRadius = 119.0
GeometryHeight = 223.0
GeometryOffset = X:-43 Y:2 Z:0
GeometryIsSmall = No
Shadow = SHADOW_VOLUME
End
;------------------------------------------------------------------------------
;Fornost Broken Statue 1
Object FornostBrokenStatue1
; SelectPortrait = BPRHelmsDeep
; *** ART Parameters ***
; SelectPortrait = SNReactor_L
; ButtonImage = SNReactor
;day
Draw = W3DScriptedModelDraw ModuleTag_Draw
OkToChangeModelColor = Yes
UseStandardModelNames = Yes
DefaultModelConditionState
Model = BKStatue
End
End
; ***DESIGN parameters ***
DisplayName = OBJECT:Prop
Side = Civilian
EditorSorting = STRUCTURE
Browser = REGION Minas_Morgul 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
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 = NOT_ON_RADAR
KindOf = PRELOAD STRUCTURE IMMOBILE CHUNK_VENDOR IGNORED_IN_GUI NOT_AUTOACQUIRABLE SELECTABLE
Body = ActiveBody ModuleTag_05
MaxHealth = 1000.0
MaxHealthDamaged = 700.0
MaxHealthReallyDamaged = 300.0
End
ArmorSet
Conditions = None
Armor = HelmsDeepGates
DamageFX = GateDamageFX
End
Behavior = ProductionUpdate ModuleTag_06
; nothing
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 = 15.0
GeometryMinorRadius = 16.0
GeometryHeight = 36.0
GeometryOffset = X:-8.5 Y:2.5 Z:0
; GeometryRotationAnchorOffset = X:0.0 Y:0.0
GeometryIsSmall = No
Shadow = SHADOW_VOLUME
End
;------------------------------------------------------------------------------
;Fornost Broken Statue 2
Object FornostBrokenStatue2
; SelectPortrait = BPRHelmsDeep
; *** ART Parameters ***
; SelectPortrait = SNReactor_L
; ButtonImage = SNReactor
;day
Draw = W3DScriptedModelDraw ModuleTag_Draw
OkToChangeModelColor = Yes
UseStandardModelNames = Yes
DefaultModelConditionState
Model = BKStatue2
End
End
; ***DESIGN parameters ***
DisplayName = OBJECT:Prop
Side = Civilian
EditorSorting = STRUCTURE
Browser = REGION Minas_Morgul 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
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 = NOT_ON_RADAR
KindOf = PRELOAD STRUCTURE IMMOBILE CHUNK_VENDOR IGNORED_IN_GUI NOT_AUTOACQUIRABLE SELECTABLE
Body = ActiveBody ModuleTag_05
MaxHealth = 1000.0
MaxHealthDamaged = 700.0
MaxHealthReallyDamaged = 300.0
End
ArmorSet
Conditions = None
Armor = HelmsDeepGates
DamageFX = GateDamageFX
End
Behavior = ProductionUpdate ModuleTag_06
; nothing
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 = 18.0
GeometryMinorRadius = 11.0
GeometryHeight = 12.0
GeometryOffset = X:3.3 Y:2.5 Z:0
; GeometryRotationAnchorOffset = X:0.0 Y:0.0
GeometryIsSmall = No
Shadow = SHADOW_VOLUME
End
;------------------------------------------------------------------------------
;Fornost Broken Statue 3
Object FornostBrokenStatue3
; SelectPortrait = BPRHelmsDeep
; *** ART Parameters ***
; SelectPortrait = SNReactor_L
; ButtonImage = SNReactor
;day
Draw = W3DScriptedModelDraw ModuleTag_Draw
OkToChangeModelColor = Yes
UseStandardModelNames = Yes
DefaultModelConditionState
Model = BKStatue3
End
End
; ***DESIGN parameters ***
DisplayName = OBJECT:Prop
Side = Civilian
EditorSorting = STRUCTURE
Browser = REGION Minas_Morgul 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
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 = NOT_ON_RADAR
KindOf = PRELOAD STRUCTURE IMMOBILE CHUNK_VENDOR IGNORED_IN_GUI NOT_AUTOACQUIRABLE SELECTABLE
Body = ActiveBody ModuleTag_05
MaxHealth = 1000.0
MaxHealthDamaged = 700.0
MaxHealthReallyDamaged = 300.0
End
ArmorSet
Conditions = None
Armor = HelmsDeepGates
DamageFX = GateDamageFX
End
Behavior = ProductionUpdate ModuleTag_06
; nothing
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 = 17.0
GeometryMinorRadius = 18.0
GeometryHeight = 45.0
GeometryOffset = X:-1.5 Y:8.5 Z:0
; GeometryRotationAnchorOffset = X:0.0 Y:0.0
GeometryIsSmall = No
Shadow = SHADOW_VOLUME
End
;------------------------------------------------------------------------------
;Fornost Broken Statue 3
Object FornostSuperWeapon
SelectPortrait = BPCSuperweapon
; *** ART Parameters ***
; SelectPortrait = SNReactor_L
; ButtonImage = SNReactor
;day
Draw = W3DScriptedModelDraw ModuleTag_Draw
OkToChangeModelColor = Yes
UseStandardModelNames = Yes
//Default just sit here please
DefaultModelConditionState
Model = ForBSuper
End
IdleAnimationState
End
//--damaged building
ModelConditionState = DAMAGED
Model = ForBSuper_D1
ParticleSysBone FireSmall01 FireBuildingLarge
ParticleSysBone FireSmall02 FireBuildingMedium
ParticleSysBone FireSmall03 FireBuildingMedium
ParticleSysBone FireSmall04 FireBuildingMedium
ParticleSysBone FireSmall05 SmokeBuildingLarge
End
AnimationState = DAMAGED
EnteringStateFX = FX_BuildingDamaged
End
ModelConditionState = REALLYDAMAGED
Model = ForBSuper_D2
ParticleSysBone FireSmall01 FireBuildingLarge
ParticleSysBone FireSmall02 FireBuildingLarge
ParticleSysBone FireSmall03 FireBuildingMedium
ParticleSysBone FireSmall04 FireBuildingMedium
ParticleSysBone FireSmall05 SmokeBuildingLarge
End
AnimationState = REALLYDAMAGED
EnteringStateFX = FX_BuildingReallyDamaged
Animation = RubbleAnimation
AnimationName = ForBSuper_D2.ForBSuper_D2
AnimationMode = ONCE
End
End
ModelConditionState = RUBBLE
Model = ForBSuper_D3
ParticleSysBone SmokeLarge01 SmokeBuildingLarge
End
AnimationState = RUBBLE
Animation = RubbleAnimation
AnimationName = ForBSuper_D3.ForBSuper_D3
AnimationMode = ONCE
End
End
ModelConditionState = POST_RUBBLE
Model = None
ParticleSysBone NONE SmokeBuildingMediumRubble
End
ModelConditionState = POST_COLLAPSE
Model = None
ParticleSysBone NONE SmokeBuildingMediumRubble
End
//Weapon firing
ModelConditionState = USER_1
Model = ForBSuper
End
AnimationState = USER_1
StateName = STATE_Idle
Animation = IdleA
AnimationName = ForBSuper.ForBSuper
AnimationMode = ONCE
End
FXEvent = Frame:9 Name:FX_SuperWeaponAttack
End
End
;----------------------------
; THIS IS THE ANIMATED PART
;----------------------------
Draw = W3DScriptedModelDraw ModuleTag_Draw_Weapon
OkToChangeModelColor = Yes
UseStandardModelNames = Yes
//Default just sit here please
DefaultModelConditionState
Model = ForBSuper2_SKN
End
IdleAnimationState
Animation = IdleA
AnimationName = ForBSuper2_SKL.ForBSuper2_IDLA
AnimationMode = ONCE
End
End
//--damaged building
ModelConditionState = DAMAGED
Model = ForBSuper2_SKND
End
ModelConditionState = REALLYDAMAGED
Model = ForBSuper2_SKND
End
ModelConditionState = RUBBLE
Model = None
End
AnimationState = RUBBLE
End
ModelConditionState = POST_RUBBLE
Model = None
End
ModelConditionState = POST_COLLAPSE
Model = None
ParticleSysBone NONE SmokeBuildingMediumRubble
End
//Weapon firing
; ModelConditionState = USER_1
; Model = ForBSuper
; End
AnimationState = USER_1
StateName = STATE_Idle
Animation = IdleA
AnimationName = ForBSuper2_SKL.ForBSuper2_ATKA
AnimationMode = ONCE
End
FXEvent = Frame:9 Name:FX_SuperWeaponAttack
End
End
; ***DESIGN parameters ***
DisplayName = OBJECT:FornostSuperWeapon
Side = Civilian
EditorSorting = STRUCTURE
Browser = REGION Minas_Morgul STRUCTURE
ThreatLevel = 1.0
BuildCost = 500
BuildTime = 15.0 ; in seconds
VisionRange = 160.0 ; Shroud clearing distance
ShroudClearingRange = 160
CommandSet = EmptyCommandSet
; *** AUDIO Parameters ***
SoundOnDamaged = BuildingLightDamageStone
SoundOnReallyDamaged = BuildingHeavyDamageStone
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
ClientBehavior = AnimationSoundClientBehavior ModuleTag_AnimAudioBehavior
MaxUpdateRangeCap = 800
AnimationSound = Sound:EarthHammerImpactMS Animation:ForBSuper2_SKL.ForBSuper2_ATKA Frames:8
AnimationSound = Sound:EarthHammerClickStart Animation:ForBSuper2_SKL.ForBSuper2_ATKA Frames:45
AnimationSound = Sound:EarthHammerRelease Animation:ForBSuper2_SKL.ForBSuper2_ATKA Frames:0
AnimationSound = Sound:EarthHammerWinchUp Animation:ForBSuper2_SKL.ForBSuper2_ATKA Frames:70
End
; *** ENGINEERING Parameters ***
RadarPriority = NOT_ON_RADAR
KindOf = PRELOAD STRUCTURE IMMOBILE CHUNK_VENDOR NOT_AUTOACQUIRABLE SELECTABLE
Body = ActiveBody ModuleTag_05
MaxHealth = 5000.0
MaxHealthDamaged = 2500.0
MaxHealthReallyDamaged = 1200.0
End
ArmorSet
Conditions = None
Armor = StructureArmor
End
Behavior = ProductionUpdate ModuleTag_06
; nothing
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 = 100.0
GeometryMinorRadius = 25.0
GeometryHeight = 160.0
GeometryOffset = X:-50.0 Y:0 Z:0
AdditionalGeometry = BOX
GeometryMajorRadius = 15.0
GeometryMinorRadius = 32.5
GeometryHeight = 145.0
GeometryOffset = X:-3.3 Y:60 Z:0
AdditionalGeometry = BOX
GeometryMajorRadius = 15.0
GeometryMinorRadius = 32.5
GeometryHeight = 145.0
GeometryOffset = X:-3.3 Y:-60 Z:0
GeometryIsSmall = No
Shadow = SHADOW_VOLUME
End