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data_ini_object_civilian_osgiliathbuildings.ini
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2006-01-31
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;----------------------------------------------------------------------------------------------
;
; FILE: OsgiliathBuildings.ini
;
;----------------------------------------------------------------------------------------------
Object OsgiliathStairs01
SelectPortrait = BPGOsgiliath
; *** ART Parameters ***
Draw = W3DScriptedModelDraw ModuleTag_01
OkToChangeModelColor = Yes
DefaultModelConditionState
Model = OSBStairs01
End
; WallBoundsMesh = GBFactionSet1P
; RampMesh1 = P1
; RampMesh2 = P2
; RampMesh3 = P3
End
; *** AUDIO Parameters ***
; ***DESIGN parameters ***
DisplayName = OBJECT:Stairs
EditorSorting = STRUCTURE
ArmorSet
Conditions = None
Armor = NoArmor
DamageFX = None
End
; *** ENGINEERING Parameters ***
KindOf = STRUCTURE IMMOBILE CAN_CAST_REFLECTIONS
RadarPriority = STRUCTURE
Body = ActiveBody ModuleTag_02
MaxHealth = 2000.0
End
; Note that structures with "RUBBLE" states should not use DestroyDie; such buildings are
; never truly destroyed, even when reduced to zero health. Also note that garrisonable
; buildings automatically stick around because GarrisonContain has it's own DieModule
Behavior = SlowDeathBehavior ModuleTag_SlowDeathWithoutRubble
DestructionDelay = 3000
End
Geometry = CYLINDER
GeometryMajorRadius = 28.0
GeometryMinorRadius = 28.0
GeometryHeight = 38.0
GeometryOffset = X:10 Y:0 Z:0
GeometryIsSmall = No
; Shadow = SHADOW_VOLUME
End
;----------------------------------------------------------------------------------------------
Object OsgiliathStairs02
SelectPortrait = BPGOsgiliath
; *** ART Parameters ***
Draw = W3DScriptedModelDraw ModuleTag_01
OkToChangeModelColor = Yes
DefaultModelConditionState
Model = OSBStairs02
End
; WallBoundsMesh = GBFactionSet1P
; RampMesh1 = P1
; RampMesh2 = P2
; RampMesh3 = P3
End
; *** AUDIO Parameters ***
; ***DESIGN parameters ***
DisplayName = OBJECT:Stairs
EditorSorting = STRUCTURE
ArmorSet
Conditions = None
Armor = NoArmor
DamageFX = None
End
; *** ENGINEERING Parameters ***
KindOf = STRUCTURE IMMOBILE CAN_CAST_REFLECTIONS
RadarPriority = STRUCTURE
Body = ActiveBody ModuleTag_02
MaxHealth = 2000.0
End
; Note that structures with "RUBBLE" states should not use DestroyDie; such buildings are
; never truly destroyed, even when reduced to zero health. Also note that garrisonable
; buildings automatically stick around because GarrisonContain has it's own DieModule
Behavior = SlowDeathBehavior ModuleTag_SlowDeathWithoutRubble
DestructionDelay = 3000
End
Geometry = BOX
GeometryMajorRadius = 15.0
GeometryMinorRadius = 32.5
GeometryHeight = 12.0
GeometryOffset = X:70 Y:-19 Z:0
AdditionalGeometry = BOX
GeometryMajorRadius = 50.0
GeometryMinorRadius = 17.5
GeometryHeight = 30.0
GeometryOffset = X:40 Y:-36 Z:0
AdditionalGeometry = BOX
GeometryMajorRadius = 18.0
GeometryMinorRadius = 18.0
GeometryHeight = 60.0
GeometryOffset = X:9 Y:-39 Z:0
GeometryIsSmall = No
; Shadow = SHADOW_VOLUME
End
;----------------------------------------------------------------------------------------------
Object OsgiliathStairs03
SelectPortrait = BPGOsgiliath
; *** ART Parameters ***
Draw = W3DScriptedModelDraw ModuleTag_01
OkToChangeModelColor = Yes
DefaultModelConditionState
Model = OSBStairs03
End
; WallBoundsMesh = GBFactionSet1P
; RampMesh1 = P1
; RampMesh2 = P2
; RampMesh3 = P3
End
; *** AUDIO Parameters ***
; ***DESIGN parameters ***
DisplayName = OBJECT:Stairs
EditorSorting = STRUCTURE
ArmorSet
Conditions = None
Armor = NoArmor
DamageFX = None
End
; *** ENGINEERING Parameters ***
KindOf = STRUCTURE IMMOBILE CAN_CAST_REFLECTIONS
RadarPriority = STRUCTURE
Body = ActiveBody ModuleTag_03
MaxHealth = 2000.0
End
; Note that structures with "RUBBLE" states should not use DestroyDie; such buildings are
; never truly destroyed, even when reduced to zero health. Also note that garrisonable
; buildings automatically stick around because GarrisonContain has it's own DieModule
Behavior = SlowDeathBehavior ModuleTag_SlowDeathWithoutRubble
DestructionDelay = 3000
End
Geometry = BOX
GeometryMajorRadius = 20.0
GeometryMinorRadius = 37.5
GeometryHeight = 30.0
GeometryOffset = X:0 Y:-3 Z:0
GeometryIsSmall = No
; Shadow = SHADOW_VOLUME
End
;------------------------------------------------------------
Object OsgiliathPillar01
SelectPortrait = BPGOsgiliath
; *** ART Parameters ***
Draw = W3DScriptedModelDraw ModuleTag_01
OkToChangeModelColor = Yes
StaticModelLODMode = yes
DefaultModelConditionState
Model = OSPillar01
End
; WallBoundsMesh = GBMTWallAPTop
End
; *** AUDIO Parameters ***
SoundOnDamaged = BuildingLightDamageStone
SoundOnReallyDamaged = BuildingHeavyDamageStone
; ***DESIGN parameters ***
DisplayName = OBJECT:Pillar
EditorSorting = STRUCTURE
ArmorSet
Conditions = None
Armor = NoArmor
DamageFX = None
End
; *** ENGINEERING Parameters ***
KindOf = STRUCTURE IMMOBILE CAN_CAST_REFLECTIONS
RadarPriority = STRUCTURE
Body = ActiveBody ModuleTag_03
MaxHealth = 2000.0
End
Behavior = SlowDeathBehavior ModuleTag_SlowDeathWithoutRubble
DestructionDelay = 2100
End
Geometry = BOX
GeometryMajorRadius = 19.2
GeometryMinorRadius = 8.40
GeometryHeight = 6.4
GeometryIsSmall = No
Shadow = SHADOW_VOLUME
End
;------------------------------------------------------------
;------------------------------------------------------------
Object OsgiliathPillar02
SelectPortrait = BPGOsgiliath
; *** ART Parameters ***
Draw = W3DScriptedModelDraw ModuleTag_01
OkToChangeModelColor = Yes
StaticModelLODMode = yes
DefaultModelConditionState
Model = OSPillar02
End
; WallBoundsMesh = GBMTWallAPTop
End
; *** AUDIO Parameters ***
SoundOnDamaged = BuildingLightDamageStone
SoundOnReallyDamaged = BuildingHeavyDamageStone
; ***DESIGN parameters ***
DisplayName = OBJECT:Pillar
EditorSorting = STRUCTURE
ArmorSet
Conditions = None
Armor = NoArmor
DamageFX = None
End
; *** ENGINEERING Parameters ***
KindOf = STRUCTURE IMMOBILE CAN_CAST_REFLECTIONS
RadarPriority = STRUCTURE
Body = ActiveBody ModuleTag_03
MaxHealth = 2000.0
End
Behavior = SlowDeathBehavior ModuleTag_SlowDeathWithoutRubble
DestructionDelay = 2100
End
Geometry = BOX
GeometryMajorRadius = 8.40
GeometryMinorRadius = 15.2
GeometryHeight = 28.8
GeometryIsSmall = No
;GeometryRotationAnchorOffset = X:1037.871 Y:0
Shadow = SHADOW_VOLUME
End
;------------------------------------------------------------
;------------------------------------------------------------
Object OsgiliathRuin01
SelectPortrait = BPGOsgiliath
; *** ART Parameters ***
Draw = W3DScriptedModelDraw ModuleTag_01
OkToChangeModelColor = Yes
StaticModelLODMode = yes
DefaultModelConditionState
Model = OSBruin01
End
; WallBoundsMesh = GBMTWallAPTop
ModelConditionState = DAMAGED
Model = OSBruin01_D1
ParticleSysBone DUSTBONE01 FireBuildingSmall
ParticleSysBone DUSTBONE02 FireBuildingSmall
ParticleSysBone DUSTBONE03 FireBuildingSmall
ParticleSysBone FireMedium01 FireBuildingMedium
ParticleSysBone FireMedium02 FireBuildingMedium
ParticleSysBone FireLarge01 FireBuildingLarge
ParticleSysBone SmokeLarge01 SmokeBuildingLarge
End
ModelConditionState = REALLYDAMAGED
Model = OSBruin01_D2
ParticleSysBone DUSTBONE01 FireBuildingSmall
ParticleSysBone DUSTBONE02 FireBuildingSmall
ParticleSysBone DUSTBONE03 FireBuildingSmall
ParticleSysBone FireMedium01 FireBuildingMedium
ParticleSysBone FireMedium02 FireBuildingMedium
ParticleSysBone FireLarge01 FireBuildingLarge
End
ModelConditionState = RUBBLE
Model = OSBruin01_D2
ParticleSysBone SmokeLarge01 SmokeBuildingLarge
End
ModelConditionState = POST_RUBBLE
Model = None
ParticleSysBone NONE SmokeBuildingMediumRubble
End
ModelConditionState = POST_COLLAPSE
Model = None
ParticleSysBone NONE SmokeBuildingMediumRubble
End
End
; *** AUDIO Parameters ***
SoundOnDamaged = BuildingLightDamageStone
SoundOnReallyDamaged = BuildingHeavyDamageStone
; ***DESIGN parameters ***
DisplayName = OBJECT:Ruins
EditorSorting = STRUCTURE
ArmorSet
Conditions = None
Armor = NoArmor
DamageFX = None
End
; *** ENGINEERING Parameters ***
KindOf = STRUCTURE IMMOBILE CAN_CAST_REFLECTIONS
RadarPriority = STRUCTURE
Body = ActiveBody ModuleTag_03
MaxHealth = 2000.0
MaxHealthDamaged = 1500.0
MaxHealthReallyDamaged = 1000.0
End
Behavior = SlowDeathBehavior ModuleTag_SlowDeathWithoutRubble
DestructionDelay = 3000
End
Behavior = StructureCollapseUpdate ModuleTag_04
MinCollapseDelay = 000
MaxCollapseDelay = 000
CollapseDamping = .5
MaxShudder = 0.6
MinBurstDelay = 250
MaxBurstDelay = 800
BigBurstFrequency = 4
FXList = INITIAL FX_StructureMediumCollapse
End
Geometry = BOX
GeometryMajorRadius = 40.0
GeometryMinorRadius = 42.4
GeometryHeight = 72.8
GeometryIsSmall = No
;GeometryRotationAnchorOffset = X:1037.871 Y:0
Shadow = SHADOW_VOLUME
End
;------------------------------------------------------------
;------------------------------------------------------------
Object OsgiliathRuin02
SelectPortrait = BPGOsgiliath
; *** ART Parameters ***
Draw = W3DScriptedModelDraw ModuleTag_01
OkToChangeModelColor = Yes
StaticModelLODMode = yes
DefaultModelConditionState
Model = OSBruin02
End
; WallBoundsMesh = GBMTWallAPTop
ModelConditionState = DAMAGED
Model = OSBruin02_D1
ParticleSysBone DUSTBONE01 FireBuildingSmall
ParticleSysBone DUSTBONE02 FireBuildingSmall
ParticleSysBone DUSTBONE03 FireBuildingSmall
ParticleSysBone FireMedium01 FireBuildingMedium
ParticleSysBone FireMedium02 FireBuildingMedium
ParticleSysBone FireLarge01 FireBuildingLarge
ParticleSysBone SmokeLarge01 SmokeBuildingLarge
End
ModelConditionState = REALLYDAMAGED
Model = OSBruin02_D2
ParticleSysBone DUSTBONE01 FireBuildingSmall
ParticleSysBone DUSTBONE02 FireBuildingSmall
ParticleSysBone DUSTBONE03 FireBuildingSmall
ParticleSysBone FireMedium01 FireBuildingMedium
ParticleSysBone FireMedium02 FireBuildingMedium
ParticleSysBone FireLarge01 FireBuildingLarge
End
ModelConditionState = RUBBLE
Model = OSBruin02_D2
ParticleSysBone SmokeLarge01 SmokeBuildingLarge
End
ModelConditionState = POST_RUBBLE
Model = None
ParticleSysBone NONE SmokeBuildingMediumRubble
End
ModelConditionState = POST_COLLAPSE
Model = None
ParticleSysBone NONE SmokeBuildingMediumRubble
End
End
; *** AUDIO Parameters ***
SoundOnDamaged = BuildingLightDamageStone
SoundOnReallyDamaged = BuildingHeavyDamageStone
; ***DESIGN parameters ***
DisplayName = OBJECT:Ruins
EditorSorting = STRUCTURE
ArmorSet
Conditions = None
Armor = NoArmor
DamageFX = None
End
; *** ENGINEERING Parameters ***
KindOf = STRUCTURE IMMOBILE CAN_CAST_REFLECTIONS
RadarPriority = STRUCTURE
Body = ActiveBody ModuleTag_03
MaxHealth = 2000.0
MaxHealthDamaged = 1500.0
MaxHealthReallyDamaged = 1000.0
End
Behavior = SlowDeathBehavior ModuleTag_SlowDeathWithoutRubble
DestructionDelay = 4000
End
Behavior = StructureCollapseUpdate ModuleTag_04
MinCollapseDelay = 000
MaxCollapseDelay = 000
CollapseDamping = .5
MaxShudder = 0.6
MinBurstDelay = 250
MaxBurstDelay = 800
BigBurstFrequency = 4
FXList = INITIAL FX_StructureMediumCollapse
OCL = INITIAL OCL_StructureRubblePileLarge ; creates a rising pile of debris halfway-done
End
Geometry = BOX
GeometryMajorRadius = 40.0
GeometryMinorRadius = 30.4
GeometryHeight = 51.2
GeometryIsSmall = No
;GeometryRotationAnchorOffset = X:1037.871 Y:0
Shadow = SHADOW_VOLUME
End
;------------------------------------------------------------
;------------------------------------------------------------
Object OsgiliathRuin03
SelectPortrait = BPGOsgiliath
; *** ART Parameters ***
Draw = W3DScriptedModelDraw ModuleTag_01
OkToChangeModelColor = Yes
StaticModelLODMode = yes
DefaultModelConditionState
Model = OSBruin03
End
; WallBoundsMesh = GBMTWallAPTop
; ---------- destruction states
ModelConditionState = DAMAGED
Model = OSBruin03_D1
ParticleSysBone DUSTBONE01 FireBuildingSmall
ParticleSysBone DUSTBONE02 FireBuildingSmall
ParticleSysBone DUSTBONE03 FireBuildingSmall
ParticleSysBone FireMedium01 FireBuildingMedium
ParticleSysBone FireMedium02 FireBuildingMedium
ParticleSysBone FireLarge01 FireBuildingLarge
ParticleSysBone SmokeLarge01 SmokeBuildingLarge
End
ModelConditionState = REALLYDAMAGED
Model = OSBruin03_D1
ParticleSysBone DUSTBONE01 FireBuildingSmall
ParticleSysBone DUSTBONE02 FireBuildingSmall
ParticleSysBone DUSTBONE03 FireBuildingSmall
ParticleSysBone FireMedium01 FireBuildingMedium
ParticleSysBone FireMedium02 FireBuildingMedium
ParticleSysBone FireLarge01 FireBuildingLarge
End
ModelConditionState = RUBBLE
Model = OSBruin03_D1
ParticleSysBone SmokeLarge01 SmokeBuildingLarge
End
ModelConditionState = POST_RUBBLE
Model = None
ParticleSysBone NONE SmokeBuildingMediumRubble
End
ModelConditionState = POST_COLLAPSE
Model = None
ParticleSysBone NONE SmokeBuildingMediumRubble
End
End
; *** AUDIO Parameters ***
SoundOnDamaged = BuildingLightDamageStone
SoundOnReallyDamaged = BuildingHeavyDamageStone
; ***DESIGN parameters ***
DisplayName = OBJECT:Ruins
EditorSorting = STRUCTURE
ArmorSet
Conditions = None
Armor = NoArmor
DamageFX = None
End
; *** ENGINEERING Parameters ***
KindOf = STRUCTURE IMMOBILE CAN_CAST_REFLECTIONS
RadarPriority = STRUCTURE
Body = ActiveBody ModuleTag_03
MaxHealth = 2000.0
MaxHealthDamaged = 1500.0
MaxHealthReallyDamaged = 1000.0
End
Behavior = SlowDeathBehavior ModuleTag_SlowDeathWithoutRubble
DestructionDelay = 3000
End
Behavior = StructureCollapseUpdate ModuleTag_04
MinCollapseDelay = 000
MaxCollapseDelay = 000
CollapseDamping = .5
MaxShudder = 0.6
MinBurstDelay = 250
MaxBurstDelay = 800
BigBurstFrequency = 4
FXList = INITIAL FX_StructureMediumCollapse
OCL = INITIAL OCL_StructureRubblePileLarge ; creates a rising pile of debris halfway-done
End
Geometry = BOX
GeometryMajorRadius = 6.8
GeometryMinorRadius = 53.80
GeometryHeight = 40.8
GeometryIsSmall = No
GeometryOffset = X:7 Y:-19 Z:0
AdditionalGeometry = BOX
GeometryMajorRadius = 54.0
GeometryMinorRadius = 6.0
GeometryHeight = 35.0
GeometryOffset = X:8 Y:28 Z:0
;GeometryRotationAnchorOffset = X:1037.871 Y:0
Shadow = SHADOW_VOLUME
End
;------------------------------------------------------------
;------------------------------------------------------------
Object OsgiliathRuin04
SelectPortrait = BPGOsgiliath
; *** ART Parameters ***
Draw = W3DScriptedModelDraw ModuleTag_01
OkToChangeModelColor = Yes
StaticModelLODMode = yes
DefaultModelConditionState
Model = OSBruin04
End
; WallBoundsMesh = GBMTWallAPTop
; ---------- destruction states
ModelConditionState = DAMAGED
Model = OSBruin04_D1
ParticleSysBone DUSTBONE01 FireBuildingSmall
ParticleSysBone DUSTBONE02 FireBuildingSmall
ParticleSysBone DUSTBONE03 FireBuildingSmall
ParticleSysBone FireMedium01 FireBuildingMedium
ParticleSysBone FireMedium02 FireBuildingMedium
ParticleSysBone FireLarge01 FireBuildingLarge
ParticleSysBone SmokeLarge01 SmokeBuildingLarge
End
ModelConditionState = REALLYDAMAGED
Model = OSBruin04_D1
ParticleSysBone DUSTBONE01 FireBuildingSmall
ParticleSysBone DUSTBONE02 FireBuildingSmall
ParticleSysBone DUSTBONE03 FireBuildingSmall
ParticleSysBone FireMedium01 FireBuildingMedium
ParticleSysBone FireMedium02 FireBuildingMedium
ParticleSysBone FireLarge01 FireBuildingLarge
End
ModelConditionState = RUBBLE
Model = OSBruin04_D1
ParticleSysBone SmokeLarge01 SmokeBuildingLarge
End
ModelConditionState = POST_RUBBLE
Model = None
ParticleSysBone NONE SmokeBuildingMediumRubble
End
ModelConditionState = POST_COLLAPSE
Model = None
ParticleSysBone NONE SmokeBuildingMediumRubble
End
End
; *** AUDIO Parameters ***
SoundOnDamaged = BuildingLightDamageStone
SoundOnReallyDamaged = BuildingHeavyDamageStone
; ***DESIGN parameters ***
DisplayName = OBJECT:Ruins
EditorSorting = STRUCTURE
ArmorSet
Conditions = None
Armor = NoArmor
DamageFX = None
End
; *** ENGINEERING Parameters ***
KindOf = STRUCTURE IMMOBILE CAN_CAST_REFLECTIONS
RadarPriority = STRUCTURE
Body = ActiveBody ModuleTag_03
MaxHealth = 2000.0
MaxHealthDamaged = 1500.0
MaxHealthReallyDamaged = 1000.0
End
Behavior = SlowDeathBehavior ModuleTag_SlowDeathWithoutRubble
DestructionDelay = 3000
End
Behavior = StructureCollapseUpdate ModuleTag_04
MinCollapseDelay = 000
MaxCollapseDelay = 000
CollapseDamping = .5
MaxShudder = 0.6
MinBurstDelay = 250
MaxBurstDelay = 800
BigBurstFrequency = 4
FXList = INITIAL FX_StructureMediumCollapse
OCL = INITIAL OCL_StructureRubblePileLarge ; creates a rising pile of debris halfway-done
End
Geometry = BOX
GeometryMajorRadius = 33.20
GeometryMinorRadius = 28.40
GeometryHeight = 51.2
GeometryIsSmall = No
;GeometryRotationAnchorOffset = X:1037.871 Y:0
Shadow = SHADOW_VOLUME
End
;------------------------------------------------------------
;------------------------------------------------------------
Object OsgiliathRuin05
SelectPortrait = BPGOsgiliath
; *** ART Parameters ***
Draw = W3DScriptedModelDraw ModuleTag_01
OkToChangeModelColor = Yes
StaticModelLODMode = yes
DefaultModelConditionState
Model = OSBruin05
End
; WallBoundsMesh = GBMTWallAPTop
; ---------- destruction states
ModelConditionState = DAMAGED
Model = OSBruin05_D1
ParticleSysBone DUSTBONE01 FireBuildingSmall
ParticleSysBone DUSTBONE02 FireBuildingSmall
ParticleSysBone DUSTBONE03 FireBuildingSmall
ParticleSysBone FireMedium01 FireBuildingMedium
ParticleSysBone FireMedium02 FireBuildingMedium
ParticleSysBone FireLarge01 FireBuildingLarge
ParticleSysBone SmokeLarge01 SmokeBuildingLarge
End
ModelConditionState = REALLYDAMAGED
Model = OSBruin05_D2
ParticleSysBone DUSTBONE01 FireBuildingSmall
ParticleSysBone DUSTBONE02 FireBuildingSmall
ParticleSysBone DUSTBONE03 FireBuildingSmall
ParticleSysBone FireMedium01 FireBuildingMedium
ParticleSysBone FireMedium02 FireBuildingMedium
ParticleSysBone FireLarge01 FireBuildingLarge
End
ModelConditionState = RUBBLE
Model = OSBruin05_D2
ParticleSysBone SmokeLarge01 SmokeBuildingLarge
End
ModelConditionState = POST_RUBBLE
Model = None
ParticleSysBone NONE SmokeBuildingMediumRubble
End
ModelConditionState = POST_COLLAPSE
Model = None
ParticleSysBone NONE SmokeBuildingMediumRubble
End
End
; *** AUDIO Parameters ***
SoundOnDamaged = BuildingLightDamageStone
SoundOnReallyDamaged = BuildingHeavyDamageStone
; ***DESIGN parameters ***
DisplayName = OBJECT:Ruins
EditorSorting = STRUCTURE
ArmorSet
Conditions = None
Armor = NoArmor
DamageFX = None
End
; *** ENGINEERING Parameters ***
KindOf = STRUCTURE IMMOBILE CAN_CAST_REFLECTIONS
RadarPriority = STRUCTURE
Body = ActiveBody ModuleTag_03
MaxHealth = 2000.0
MaxHealthDamaged = 1500.0
MaxHealthReallyDamaged = 1000.0
End
; Note that structures with "RUBBLE" states should not use DestroyDie; such buildings are
; never truly destroyed, even when reduced to zero health. Also note that garrisonable
; buildings automatically stick around because GarrisonContain has it's own DieModule
Behavior = SlowDeathBehavior ModuleTag_SlowDeathWithoutRubble
DestructionDelay = 3000
End
Behavior = StructureCollapseUpdate ModuleTag_04
MinCollapseDelay = 000
MaxCollapseDelay = 000
CollapseDamping = .5
MaxShudder = 0.6
MinBurstDelay = 250
MaxBurstDelay = 800
BigBurstFrequency = 4
FXList = INITIAL FX_StructureMediumCollapse
OCL = INITIAL OCL_StructureRubblePileLarge ; creates a rising pile of debris halfway-done
End
Geometry = BOX
GeometryMajorRadius = 33.6
GeometryMinorRadius = 9.20
GeometryHeight = 32.0
GeometryIsSmall = No
;GeometryRotationAnchorOffset = X:1037.871 Y:0
Shadow = SHADOW_VOLUME
End
;------------------------------------------------------------
;------------------------------------------------------------
Object OsgiliathRuin06
SelectPortrait = BPGOsgiliath
; *** ART Parameters ***
Draw = W3DScriptedModelDraw ModuleTag_01
OkToChangeModelColor = Yes
StaticModelLODMode = yes
DefaultModelConditionState
Model = OSBruin06
End
; WallBoundsMesh = GBMTWallAPTop
; ---------- destruction states
ModelConditionState = DAMAGED
Model = OSBruin06_D1
ParticleSysBone DUSTBONE01 FireBuildingSmall
ParticleSysBone DUSTBONE02 FireBuildingSmall
ParticleSysBone DUSTBONE03 FireBuildingSmall
ParticleSysBone FireMedium01 FireBuildingMedium
ParticleSysBone FireMedium02 FireBuildingMedium
ParticleSysBone FireLarge01 FireBuildingLarge
ParticleSysBone SmokeLarge01 SmokeBuildingLarge
End
ModelConditionState = REALLYDAMAGED
Model = OSBruin06_D2
ParticleSysBone DUSTBONE01 FireBuildingSmall
ParticleSysBone DUSTBONE02 FireBuildingSmall
ParticleSysBone DUSTBONE03 FireBuildingSmall
ParticleSysBone FireMedium01 FireBuildingMedium
ParticleSysBone FireMedium02 FireBuildingMedium
ParticleSysBone FireLarge01 FireBuildingLarge
End
ModelConditionState = RUBBLE
Model = OSBruin06_D2
ParticleSysBone SmokeLarge01 SmokeBuildingLarge
End
ModelConditionState = POST_RUBBLE
Model = None
ParticleSysBone NONE SmokeBuildingMediumRubble
End
ModelConditionState = POST_COLLAPSE
Model = None
ParticleSysBone NONE SmokeBuildingMediumRubble
End
End
; *** AUDIO Parameters ***
SoundOnDamaged = BuildingLightDamageStone
SoundOnReallyDamaged = BuildingHeavyDamageStone
; ***DESIGN parameters ***
DisplayName = OBJECT:Ruins
EditorSorting = STRUCTURE
ArmorSet
Conditions = None
Armor = NoArmor
DamageFX = None
End
; *** ENGINEERING Parameters ***
KindOf = STRUCTURE IMMOBILE CAN_CAST_REFLECTIONS
RadarPriority = STRUCTURE
Body = ActiveBody ModuleTag_03
MaxHealth = 2000.0
MaxHealthDamaged = 1500.0
MaxHealthReallyDamaged = 1000.0
End
; Note that structures with "RUBBLE" states should not use DestroyDie; such buildings are
; never truly destroyed, even when reduced to zero health. Also note that garrisonable
; buildings automatically stick around because GarrisonContain has it's own DieModule
Behavior = SlowDeathBehavior ModuleTag_SlowDeathWithoutRubble
DestructionDelay = 2500
End
Behavior = StructureCollapseUpdate ModuleTag_04
MinCollapseDelay = 000
MaxCollapseDelay = 000
CollapseDamping = .5
MaxShudder = 0.6
MinBurstDelay = 250
MaxBurstDelay = 800
BigBurstFrequency = 4
FXList = INITIAL FX_StructureMediumCollapse
OCL = INITIAL OCL_StructureRubblePileLarge ; creates a rising pile of debris halfway-done
End
Geometry = BOX
GeometryMajorRadius = 10.80
GeometryMinorRadius = 6.80
GeometryHeight = 25.20
GeometryIsSmall = No
;GeometryRotationAnchorOffset = X:1037.871 Y:0
Shadow = SHADOW_VOLUME
End
;------------------------------------------------------------
;------------------------------------------------------------
Object OsgiliathRuin07
SelectPortrait = BPGOsgiliath
; *** ART Parameters ***
Draw = W3DScriptedModelDraw ModuleTag_01
OkToChangeModelColor = Yes
StaticModelLODMode = yes
DefaultModelConditionState
Model = OSBruin07
End
; WallBoundsMesh = GBMTWallAPTop
; ---------- destruction states
ModelConditionState = DAMAGED
Model = OSBruin07_D1
ParticleSysBone DUSTBONE01 FireBuildingSmall
ParticleSysBone DUSTBONE02 FireBuildingSmall
ParticleSysBone DUSTBONE03 FireBuildingSmall
ParticleSysBone FireMedium01 FireBuildingMedium
ParticleSysBone FireMedium02 FireBuildingMedium
ParticleSysBone FireLarge01 FireBuildingLarge
ParticleSysBone SmokeLarge01 SmokeBuildingLarge
End
ModelConditionState = REALLYDAMAGED
Model = OSBruin07_D2
ParticleSysBone DUSTBONE01 FireBuildingSmall
ParticleSysBone DUSTBONE02 FireBuildingSmall
ParticleSysBone DUSTBONE03 FireBuildingSmall
ParticleSysBone FireMedium01 FireBuildingMedium
ParticleSysBone FireMedium02 FireBuildingMedium
ParticleSysBone FireLarge01 FireBuildingLarge
End
ModelConditionState = RUBBLE
Model = OSBruin07_D2
ParticleSysBone SmokeLarge01 SmokeBuildingLarge
End
ModelConditionState = POST_RUBBLE
Model = None
ParticleSysBone NONE SmokeBuildingMediumRubble
End
ModelConditionState = POST_COLLAPSE
Model = None
ParticleSysBone NONE SmokeBuildingMediumRubble
End
End
; *** AUDIO Parameters ***
SoundOnDamaged = BuildingLightDamageStone
SoundOnReallyDamaged = BuildingHeavyDamageStone
; ***DESIGN parameters ***
DisplayName = OBJECT:Ruins
EditorSorting = STRUCTURE
ArmorSet
Conditions = None
Armor = NoArmor
DamageFX = None
End
; *** ENGINEERING Parameters ***
KindOf = STRUCTURE IMMOBILE CAN_CAST_REFLECTIONS SELECTABLE
RadarPriority = STRUCTURE
Body = ActiveBody ModuleTag_03
MaxHealth = 2000.0
MaxHealthDamaged = 1500.0
MaxHealthReallyDamaged = 1000.0
End
; Note that structures with "RUBBLE" states should not use DestroyDie; such buildings are
; never truly destroyed, even when reduced to zero health. Also note that garrisonable
; buildings automatically stick around because GarrisonContain has it's own DieModule
Behavior = SlowDeathBehavior ModuleTag_SlowDeathWithoutRubble
DestructionDelay = 4000
End
Behavior = StructureCollapseUpdate ModuleTag_04
MinCollapseDelay = 000
MaxCollapseDelay = 000
CollapseDamping = .5
MaxShudder = 0.6
MinBurstDelay = 250
MaxBurstDelay = 800
BigBurstFrequency = 4
FXList = INITIAL FX_StructureMediumCollapse
OCL = INITIAL OCL_StructureRubblePileLarge ; creates a rising pile of debris halfway-done
End
Geometry = BOX
GeometryMajorRadius = 19.2
GeometryMinorRadius = 6.00
GeometryHeight = 90.4
GeometryIsSmall = No
;GeometryRotationAnchorOffset = X:1037.871 Y:0
Shadow = SHADOW_VOLUME
End
;------------------------------------------------------------
;------------------------------------------------------------
Object OsgiliathRuin08
SelectPortrait = BPGOsgiliath
; *** ART Parameters ***
Draw = W3DScriptedModelDraw ModuleTag_01
OkToChangeModelColor = Yes
StaticModelLODMode = yes
DefaultModelConditionState
Model = OSBruin08
End
; WallBoundsMesh = GBMTWallAPTop
; ---------- destruction states
ModelConditionState = DAMAGED
Model = OSBruin08_D1
ParticleSysBone DUSTBONE01 FireBuildingSmall
ParticleSysBone DUSTBONE02 FireBuildingSmall
ParticleSysBone DUSTBONE03 FireBuildingSmall
ParticleSysBone FireMedium01 FireBuildingMedium
ParticleSysBone FireMedium02 FireBuildingMedium
ParticleSysBone FireLarge01 FireBuildingLarge
ParticleSysBone SmokeLarge01 SmokeBuildingLarge
End
ModelConditionState = REALLYDAMAGED
Model = OSBruin08_D2
ParticleSysBone DUSTBONE01 FireBuildingSmall
ParticleSysBone DUSTBONE02 FireBuildingSmall
ParticleSysBone DUSTBONE03 FireBuildingSmall
ParticleSysBone FireMedium01 FireBuildingMedium
ParticleSysBone FireMedium02 FireBuildingMedium
ParticleSysBone FireLarge01 FireBuildingLarge
End
ModelConditionState = RUBBLE
Model = OSBruin08_D2
ParticleSysBone SmokeLarge01 SmokeBuildingLarge
End
ModelConditionState = POST_RUBBLE
Model = None
ParticleSysBone NONE SmokeBuildingMediumRubble
End
ModelConditionState = POST_COLLAPSE
Model = None
ParticleSysBone NONE SmokeBuildingMediumRubble
End
End
; *** AUDIO Parameters ***
SoundOnDamaged = BuildingLightDamageStone
SoundOnReallyDamaged = BuildingHeavyDamageStone
; ***DESIGN parameters ***
DisplayName = OBJECT:Ruins
EditorSorting = STRUCTURE
ArmorSet
Conditions = None
Armor = NoArmor
DamageFX = None
End
; *** ENGINEERING Parameters ***
KindOf = STRUCTURE IMMOBILE CAN_CAST_REFLECTIONS
RadarPriority = STRUCTURE
Body = ActiveBody ModuleTag_03
MaxHealth = 2000.0
MaxHealthDamaged = 1500.0
MaxHealthReallyDamaged = 1000.0
End
; Note that structures with "RUBBLE" states should not use DestroyDie; such buildings are
; never truly destroyed, even when reduced to zero health. Also note that garrisonable
; buildings automatically stick around because GarrisonContain has it's own DieModule
Behavior = SlowDeathBehavior ModuleTag_SlowDeathWithoutRubble
DestructionDelay = 3000
End
Behavior = StructureCollapseUpdate ModuleTag_04
MinCollapseDelay = 000
MaxCollapseDelay = 000
CollapseDamping = .5
MaxShudder = 0.6
MinBurstDelay = 250
MaxBurstDelay = 800
BigBurstFrequency = 4
FXList = INITIAL FX_StructureMediumCollapse
OCL = INITIAL OCL_StructureRubblePileLarge ; creates a rising pile of debris halfway-done
End
Geometry = BOX
GeometryMajorRadius = 25.20
GeometryMinorRadius = 8.8
GeometryHeight = 65.6
GeometryIsSmall = No
;GeometryRotationAnchorOffset = X:1037.871 Y:0
Shadow = SHADOW_VOLUME
End
;------------------------------------------------------------
;------------------------------------------------------------
Object OsgiliathRuin09
SelectPortrait = BPGOsgiliath
; *** ART Parameters ***
Draw = W3DScriptedModelDraw ModuleTag_01
OkToChangeModelColor = Yes
StaticModelLODMode = yes
DefaultModelConditionState
Model = OSBruin09
End
; WallBoundsMesh = GBMTWallAPTop
; ---------- destruction states
ModelConditionState = DAMAGED
Model = OSBruin09_D1
ParticleSysBone DUSTBONE01 FireBuildingSmall
ParticleSysBone DUSTBONE02 FireBuildingSmall
ParticleSysBone DUSTBONE03 FireBuildingSmall
ParticleSysBone FireMedium01 FireBuildingMedium
ParticleSysBone FireMedium02 FireBuildingMedium
ParticleSysBone FireLarge01 FireBuildingLarge
ParticleSysBone SmokeLarge01 SmokeBuildingLarge
End
ModelConditionState = REALLYDAMAGED
Model = OSBruin09_D1
ParticleSysBone DUSTBONE01 FireBuildingSmall
ParticleSysBone DUSTBONE02 FireBuildingSmall
ParticleSysBone DUSTBONE03 FireBuildingSmall
ParticleSysBone FireMedium01 FireBuildingMedium
ParticleSysBone FireMedium02 FireBuildingMedium
ParticleSysBone FireLarge01 FireBuildingLarge
End
ModelConditionState = RUBBLE
Model = OSBruin09_D1
ParticleSysBone SmokeLarge01 SmokeBuildingLarge
End
ModelConditionState = POST_RUBBLE
Model = None
ParticleSysBone NONE SmokeBuildingMediumRubble
End
ModelConditionState = POST_COLLAPSE
Model = None
ParticleSysBone NONE SmokeBuildingMediumRubble
End
End
; *** AUDIO Parameters ***
SoundOnDamaged = BuildingLightDamageStone
SoundOnReallyDamaged = BuildingHeavyDamageStone
; ***DESIGN parameters ***
DisplayName = OBJECT:Ruins
EditorSorting = STRUCTURE
ArmorSet
Conditions = None
Armor = NoArmor
DamageFX = None
End
; *** ENGINEERING Parameters ***
KindOf = STRUCTURE IMMOBILE CAN_CAST_REFLECTIONS CAN_CAST_REFLECTIONS
RadarPriority = STRUCTURE
Body = ActiveBody ModuleTag_03
MaxHealth = 2000.0
MaxHealthDamaged = 1500.0
MaxHealthReallyDamaged = 1000.0
End
; Note that structures with "RUBBLE" states should not use DestroyDie; such buildings are
; never truly destroyed, even when reduced to zero health. Also note that garrisonable
; buildings automatically stick around because GarrisonContain has it's own DieModule
Behavior = SlowDeathBehavior ModuleTag_SlowDeathWithoutRubble
DestructionDelay = 4000
End
Behavior = StructureCollapseUpdate ModuleTag_04
MinCollapseDelay = 000
MaxCollapseDelay = 000
CollapseDamping = .5
MaxShudder = 0.6
MinBurstDelay = 250
MaxBurstDelay = 800
BigBurstFrequency = 4
FXList = INITIAL FX_StructureMediumCollapse
OCL = INITIAL OCL_StructureRubblePileLarge ; creates a rising pile of debris halfway-done
End
Geometry = BOX
GeometryMajorRadius = 27.60
GeometryMinorRadius = 27.60
GeometryHeight = 80.8
GeometryIsSmall = No
;GeometryRotationAnchorOffset = X:1037.871 Y:0
Shadow = SHADOW_VOLUME
End
;------------------------------------------------------------
;------------------------------------------------------------
Object OsgiliathRuin10
SelectPortrait = BPGOsgiliath
; *** ART Parameters ***
Draw = W3DScriptedModelDraw ModuleTag_01
OkToChangeModelColor = Yes
StaticModelLODMode = yes
DefaultModelConditionState
Model = OSBruin10
End
; WallBoundsMesh = GBMTWallAPTop
; ---------- destruction states
ModelConditionState = DAMAGED
Model = OSBruin10_D1
ParticleSysBone DUSTBONE01 FireBuildingSmall
ParticleSysBone DUSTBONE02 FireBuildingSmall
ParticleSysBone DUSTBONE03 FireBuildingSmall
ParticleSysBone FireMedium01 FireBuildingMedium
ParticleSysBone FireMedium02 FireBuildingMedium
ParticleSysBone FireLarge01 FireBuildingLarge
ParticleSysBone SmokeLarge01 SmokeBuildingLarge
End
ModelConditionState = REALLYDAMAGED
Model = OSBruin10_D1
ParticleSysBone DUSTBONE01 FireBuildingSmall
ParticleSysBone DUSTBONE02 FireBuildingSmall
ParticleSysBone DUSTBONE03 FireBuildingSmall
ParticleSysBone FireMedium01 FireBuildingMedium
ParticleSysBone FireMedium02 FireBuildingMedium
ParticleSysBone FireLarge01 FireBuildingLarge
End
ModelConditionState = RUBBLE
Model = OSBruin10_D1
ParticleSysBone SmokeLarge01 SmokeBuildingLarge
End
ModelConditionState = POST_RUBBLE
Model = None
ParticleSysBone NONE SmokeBuildingMediumRubble
End
ModelConditionState = POST_COLLAPSE
Model = None
ParticleSysBone NONE SmokeBuildingMediumRubble
End
End
; *** AUDIO Parameters ***
SoundOnDamaged = BuildingLightDamageStone
SoundOnReallyDamaged = BuildingHeavyDamageStone
; ***DESIGN parameters ***
DisplayName = OBJECT:Ruins
EditorSorting = STRUCTURE
ArmorSet
Conditions = None
Armor = NoArmor
DamageFX = None
End
; *** ENGINEERING Parameters ***
KindOf = STRUCTURE IMMOBILE CAN_CAST_REFLECTIONS SELECTABLE MADE_OF_STONE NOT_AUTOACQUIRABLE CHUNK_VENDOR
RadarPriority = STRUCTURE
Body = ActiveBody ModuleTag_03
MaxHealth = 2000.0
MaxHealthDamaged = 1500.0
MaxHealthReallyDamaged = 1000.0
GrabObject = EntThrownBuildingRock
GrabFX = FX_WallGrab
GrabOffset = X:16 Y:0
End
; Note that structures with "RUBBLE" states should not use DestroyDie; such buildings are
; never truly destroyed, even when reduced to zero health. Also note that garrisonable
; buildings automatically stick around because GarrisonContain has it's own DieModule
Behavior = SlowDeathBehavior ModuleTag_SlowDeathWithoutRubble
DestructionDelay = 2700
End
Behavior = StructureCollapseUpdate ModuleTag_04
MinCollapseDelay = 000
MaxCollapseDelay = 000
CollapseDamping = .5
MaxShudder = 0.6
MinBurstDelay = 250
MaxBurstDelay = 800
BigBurstFrequency = 4
FXList = INITIAL FX_StructureMediumCollapse
OCL = INITIAL OCL_StructureRubblePileLarge ; creates a rising pile of debris halfway-done
End
Geometry = BOX
GeometryMajorRadius = 30.80
GeometryMinorRadius = 28.0
GeometryHeight = 41.6
GeometryIsSmall = No
;GeometryRotationAnchorOffset = X:1037.871 Y:0
Shadow = SHADOW_VOLUME
GeometryContactPoint = X:0 Y:-40 Z:0 Grab
GeometryContactPoint = X:-17 Y:-17 Z:40
GeometryContactPoint = X:-40 Y:0 Z:0 Grab
GeometryContactPoint = X:-17 Y:17 Z:10
GeometryContactPoint = X:0 Y:40 Z:0 Grab
GeometryContactPoint = X:17 Y:17 Z:40
GeometryContactPoint = X:40 Y:0 Z:0 Grab
GeometryContactPoint = X:17 Y:-17 Z:40
End
;------------------------------------------------------------
;------------------------------------------------------------
Object OsgiliathRuin11
SelectPortrait = BPGOsgiliath
; *** ART Parameters ***
Draw = W3DScriptedModelDraw ModuleTag_01
OkToChangeModelColor = Yes
StaticModelLODMode = yes
DefaultModelConditionState
Model = OSBruin11
End
; WallBoundsMesh = GBMTWallAPTop
; ---------- destruction states
ModelConditionState = DAMAGED
Model = OSBruin11_D1
ParticleSysBone DUSTBONE01 FireBuildingSmall
ParticleSysBone DUSTBONE02 FireBuildingSmall
ParticleSysBone DUSTBONE03 FireBuildingSmall
ParticleSysBone FireMedium01 FireBuildingMedium
ParticleSysBone FireMedium02 FireBuildingMedium
ParticleSysBone FireLarge01 FireBuildingLarge
ParticleSysBone SmokeLarge01 SmokeBuildingLarge
End
ModelConditionState = REALLYDAMAGED
Model = OSBruin11_D1
ParticleSysBone DUSTBONE01 FireBuildingSmall
ParticleSysBone DUSTBONE02 FireBuildingSmall
ParticleSysBone DUSTBONE03 FireBuildingSmall
ParticleSysBone FireMedium01 FireBuildingMedium
ParticleSysBone FireMedium02 FireBuildingMedium
ParticleSysBone FireLarge01 FireBuildingLarge
End
ModelConditionState = RUBBLE
Model = OSBruin11_D1
ParticleSysBone SmokeLarge01 SmokeBuildingLarge
End
ModelConditionState = POST_RUBBLE
Model = None
ParticleSysBone NONE SmokeBuildingMediumRubble
End
ModelConditionState = POST_COLLAPSE
Model = None
ParticleSysBone NONE SmokeBuildingMediumRubble
End
End
; *** AUDIO Parameters ***
SoundOnDamaged = BuildingLightDamageStone
SoundOnReallyDamaged = BuildingHeavyDamageStone
; ***DESIGN parameters ***
DisplayName = OBJECT:Ruins
EditorSorting = STRUCTURE
ArmorSet
Conditions = None
Armor = NoArmor
DamageFX = None
End
; *** ENGINEERING Parameters ***
KindOf = STRUCTURE IMMOBILE CAN_CAST_REFLECTIONS SELECTABLE MADE_OF_STONE NOT_AUTOACQUIRABLE CHUNK_VENDOR
RadarPriority = STRUCTURE
Body = ActiveBody ModuleTag_03
MaxHealth = 2000.0
MaxHealthDamaged = 1500.0
MaxHealthReallyDamaged = 1000.0
GrabObject = EntThrownBuildingRock
GrabFX = FX_WallGrab
GrabOffset = X:16 Y:0
End
; Note that structures with "RUBBLE" states should not use DestroyDie; such buildings are
; never truly destroyed, even when reduced to zero health. Also note that garrisonable
; buildings automatically stick around because GarrisonContain has it's own DieModule
Behavior = SlowDeathBehavior ModuleTag_SlowDeathWithoutRubble
DestructionDelay = 4000
End
Behavior = StructureCollapseUpdate ModuleTag_04
MinCollapseDelay = 000
MaxCollapseDelay = 000
CollapseDamping = .5
MaxShudder = 0.6
MinBurstDelay = 250
MaxBurstDelay = 800
BigBurstFrequency = 4
FXList = INITIAL FX_StructureMediumCollapse
OCL = INITIAL OCL_StructureRubblePileLarge ; creates a rising pile of debris halfway-done
End
Geometry = BOX
GeometryMajorRadius = 24.40
GeometryMinorRadius = 20.0
GeometryHeight = 99.2
GeometryIsSmall = No
;GeometryRotationAnchorOffset = X:1037.871 Y:0
Shadow = SHADOW_VOLUME
GeometryContactPoint = X:0 Y:-24 Z:0 Grab
GeometryContactPoint = X:-12 Y:-10 Z:50
GeometryContactPoint = X:-28 Y:0 Z:0 Grab
GeometryContactPoint = X:-12 Y:10 Z:50
GeometryContactPoint = X:0 Y:24 Z:0 Grab
GeometryContactPoint = X:12 Y:10 Z:95
GeometryContactPoint = X:28 Y:0 Z:0 Grab
GeometryContactPoint = X:12 Y:-10 Z:95
End
;------------------------------------------------------------
;------------------------------------------------------------
Object OsgiliathRuin12
SelectPortrait = BPGOsgiliath
; *** ART Parameters ***
Draw = W3DScriptedModelDraw ModuleTag_01
OkToChangeModelColor = Yes
StaticModelLODMode = yes
DefaultModelConditionState
Model = OSBruin12
End
; WallBoundsMesh = GBMTWallAPTop
; ---------- destruction states
ModelConditionState = DAMAGED
Model = OSBruin12_D1
ParticleSysBone DUSTBONE01 FireBuildingSmall
ParticleSysBone DUSTBONE02 FireBuildingSmall
ParticleSysBone DUSTBONE03 FireBuildingSmall
ParticleSysBone FireMedium01 FireBuildingMedium
ParticleSysBone FireMedium02 FireBuildingMedium
ParticleSysBone FireLarge01 FireBuildingLarge
ParticleSysBone SmokeLarge01 SmokeBuildingLarge
End
ModelConditionState = REALLYDAMAGED
Model = OSBruin12_D2
ParticleSysBone DUSTBONE01 FireBuildingSmall
ParticleSysBone DUSTBONE02 FireBuildingSmall
ParticleSysBone DUSTBONE03 FireBuildingSmall
ParticleSysBone FireMedium01 FireBuildingMedium
ParticleSysBone FireMedium02 FireBuildingMedium
ParticleSysBone FireLarge01 FireBuildingLarge
End
ModelConditionState = RUBBLE
Model = OSBruin12_D2
ParticleSysBone SmokeLarge01 SmokeBuildingLarge
End
ModelConditionState = POST_RUBBLE
Model = None
ParticleSysBone NONE SmokeBuildingMediumRubble
End
ModelConditionState = POST_COLLAPSE
Model = None
ParticleSysBone NONE SmokeBuildingMediumRubble
End
End
; *** AUDIO Parameters ***
SoundOnDamaged = BuildingLightDamageStone
SoundOnReallyDamaged = BuildingHeavyDamageStone
; ***DESIGN parameters ***
DisplayName = OBJECT:Ruins
EditorSorting = STRUCTURE
ArmorSet
Conditions = None
Armor = NoArmor
DamageFX = None
End
; *** ENGINEERING Parameters ***
KindOf = STRUCTURE IMMOBILE CAN_CAST_REFLECTIONS
RadarPriority = STRUCTURE
Body = ActiveBody ModuleTag_03
MaxHealth = 2000.0
MaxHealthDamaged = 1500.0
MaxHealthReallyDamaged = 1000.0
End
; Note that structures with "RUBBLE" states should not use DestroyDie; such buildings are
; never truly destroyed, even when reduced to zero health. Also note that garrisonable
; buildings automatically stick around because GarrisonContain has it's own DieModule
Behavior = SlowDeathBehavior ModuleTag_SlowDeathWithoutRubble
DestructionDelay = 3000
End
Behavior = StructureCollapseUpdate ModuleTag_04
MinCollapseDelay = 000
MaxCollapseDelay = 000
CollapseDamping = .5
MaxShudder = 0.6
MinBurstDelay = 250
MaxBurstDelay = 800
BigBurstFrequency = 4
FXList = INITIAL FX_StructureMediumCollapse
OCL = INITIAL OCL_StructureRubblePileLarge ; creates a rising pile of debris halfway-done
End
Geometry = BOX
GeometryMajorRadius = 12.0
GeometryMinorRadius = 8.8
GeometryHeight = 48.8
GeometryIsSmall = No
;GeometryRotationAnchorOffset = X:1037.871 Y:0
Shadow = SHADOW_VOLUME
End
;------------------------------------------------------------
;------------------------------------------------------------
Object OsgiliathRuin13
SelectPortrait = BPGOsgiliath
; *** ART Parameters ***
Draw = W3DScriptedModelDraw ModuleTag_01
OkToChangeModelColor = Yes
StaticModelLODMode = yes
DefaultModelConditionState
Model = OSBruin13
End
; WallBoundsMesh = GBMTWallAPTop
; ---------- destruction states
ModelConditionState = DAMAGED
Model = OSBruin13_D1
ParticleSysBone DUSTBONE01 FireBuildingSmall
ParticleSysBone DUSTBONE02 FireBuildingSmall
ParticleSysBone DUSTBONE03 FireBuildingSmall
ParticleSysBone FireMedium01 FireBuildingMedium
ParticleSysBone FireMedium02 FireBuildingMedium
ParticleSysBone FireLarge01 FireBuildingLarge
ParticleSysBone SmokeLarge01 SmokeBuildingLarge
End
ModelConditionState = REALLYDAMAGED
Model = OSBruin13_D2
ParticleSysBone DUSTBONE01 FireBuildingSmall
ParticleSysBone DUSTBONE02 FireBuildingSmall
ParticleSysBone DUSTBONE03 FireBuildingSmall
ParticleSysBone FireMedium01 FireBuildingMedium
ParticleSysBone FireMedium02 FireBuildingMedium
ParticleSysBone FireLarge01 FireBuildingLarge
End
ModelConditionState = RUBBLE
Model = OSBruin13_D2
ParticleSysBone SmokeLarge01 SmokeBuildingLarge
End
ModelConditionState = POST_RUBBLE
Model = None
ParticleSysBone NONE SmokeBuildingMediumRubble
End
ModelConditionState = POST_COLLAPSE
Model = None
ParticleSysBone NONE SmokeBuildingMediumRubble
End
End
; *** AUDIO Parameters ***
SoundOnDamaged = BuildingLightDamageStone
SoundOnReallyDamaged = BuildingHeavyDamageStone
; ***DESIGN parameters ***
DisplayName = OBJECT:Ruins
EditorSorting = STRUCTURE
ArmorSet
Conditions = None
Armor = NoArmor
DamageFX = None
End
; *** ENGINEERING Parameters ***
KindOf = STRUCTURE IMMOBILE CAN_CAST_REFLECTIONS MADE_OF_STONE NOT_AUTOACQUIRABLE CHUNK_VENDOR
RadarPriority = STRUCTURE
Body = ActiveBody ModuleTag_03
MaxHealth = 2000.0
MaxHealthDamaged = 1500.0
MaxHealthReallyDamaged = 1000.0
GrabObject = EntThrownBuildingRock
GrabFX = FX_WallGrab
GrabOffset = X:16 Y:0
End
; Note that structures with "RUBBLE" states should not use DestroyDie; such buildings are
; never truly destroyed, even when reduced to zero health. Also note that garrisonable
; buildings automatically stick around because GarrisonContain has it's own DieModule
Behavior = SlowDeathBehavior ModuleTag_SlowDeathWithoutRubble
DestructionDelay = 3500
End
Behavior = StructureCollapseUpdate ModuleTag_04
MinCollapseDelay = 000
MaxCollapseDelay = 000
CollapseDamping = .5
MaxShudder = 0.6
MinBurstDelay = 250
MaxBurstDelay = 800
BigBurstFrequency = 4
FXList = INITIAL FX_StructureMediumCollapse
OCL = INITIAL OCL_StructureRubblePileLarge ; creates a rising pile of debris halfway-done
End
Geometry = BOX
GeometryMajorRadius = 30.80
GeometryMinorRadius = 30.80
GeometryHeight = 65.20
GeometryIsSmall = No
;GeometryRotationAnchorOffset = X:1037.871 Y:0
Shadow = SHADOW_VOLUME
GeometryContactPoint = X:-30 Y:-30 Z:0
GeometryContactPoint = X:-15 Y:-30 Z:65
GeometryContactPoint = X:0 Y:-35 Z:0 Grab
GeometryContactPoint = X:15 Y:-30 Z:65
GeometryContactPoint = X:30 Y:-30 Z:0
GeometryContactPoint = X:30 Y:-15 Z:65
GeometryContactPoint = X:35 Y:0 Z:0 Grab
GeometryContactPoint = X:30 Y:15 Z:65
GeometryContactPoint = X:30 Y:30 Z:0
GeometryContactPoint = X:15 Y:30 Z:65
GeometryContactPoint = X:0 Y:35 Z:0 Grab
GeometryContactPoint = X:-15 Y:30 Z:65
GeometryContactPoint = X:-30 Y:30 Z:0
End
;------------------------------------------------------------
;------------------------------------------------------------
Object OsgiliathRuin14
SelectPortrait = BPGOsgiliath
; *** ART Parameters ***
Draw = W3DScriptedModelDraw ModuleTag_01
OkToChangeModelColor = Yes
StaticModelLODMode = yes
DefaultModelConditionState
Model = OSBruin14
End
; WallBoundsMesh = GBMTWallAPTop
; ---------- destruction states
ModelConditionState = DAMAGED
Model = OSBruin14_D1
ParticleSysBone DUSTBONE01 FireBuildingSmall
ParticleSysBone DUSTBONE02 FireBuildingSmall
ParticleSysBone DUSTBONE03 FireBuildingSmall
ParticleSysBone FireMedium01 FireBuildingMedium
ParticleSysBone FireMedium02 FireBuildingMedium
ParticleSysBone FireLarge01 FireBuildingLarge
ParticleSysBone SmokeLarge01 SmokeBuildingLarge
End
ModelConditionState = REALLYDAMAGED
Model = OSBruin14_D2
ParticleSysBone DUSTBONE01 FireBuildingSmall
ParticleSysBone DUSTBONE02 FireBuildingSmall
ParticleSysBone DUSTBONE03 FireBuildingSmall
ParticleSysBone FireMedium01 FireBuildingMedium
ParticleSysBone FireMedium02 FireBuildingMedium
ParticleSysBone FireLarge01 FireBuildingLarge
End
ModelConditionState = RUBBLE
Model = OSBruin14_D2
ParticleSysBone SmokeLarge01 SmokeBuildingLarge
End
ModelConditionState = POST_RUBBLE
Model = None
ParticleSysBone NONE SmokeBuildingMediumRubble
End
ModelConditionState = POST_COLLAPSE
Model = None
ParticleSysBone NONE SmokeBuildingMediumRubble
End
End
; *** AUDIO Parameters ***
SoundOnDamaged = BuildingLightDamageStone
SoundOnReallyDamaged = BuildingHeavyDamageStone
; ***DESIGN parameters ***
DisplayName = OBJECT:Ruins
EditorSorting = STRUCTURE
ArmorSet
Conditions = None
Armor = NoArmor
DamageFX = None
End
; *** ENGINEERING Parameters ***
KindOf = STRUCTURE IMMOBILE CAN_CAST_REFLECTIONS
RadarPriority = STRUCTURE
Body = ActiveBody ModuleTag_03
MaxHealth = 2000.0
MaxHealthDamaged = 1500.0
MaxHealthReallyDamaged = 1000.0
End
; Note that structures with "RUBBLE" states should not use DestroyDie; such buildings are
; never truly destroyed, even when reduced to zero health. Also note that garrisonable
; buildings automatically stick around because GarrisonContain has it's own DieModule
Behavior = SlowDeathBehavior ModuleTag_SlowDeathWithoutRubble
DestructionDelay = 3000
End
Behavior = StructureCollapseUpdate ModuleTag_04
MinCollapseDelay = 000
MaxCollapseDelay = 000
CollapseDamping = .5
MaxShudder = 0.6
MinBurstDelay = 250
MaxBurstDelay = 800
BigBurstFrequency = 4
FXList = INITIAL FX_StructureMediumCollapse
OCL = INITIAL OCL_StructureRubblePileLarge ; creates a rising pile of debris halfway-done
End
Geometry = BOX
GeometryMajorRadius = 32.0
GeometryMinorRadius = 7.2
GeometryHeight = 44.0
GeometryIsSmall = No
;GeometryRotationAnchorOffset = X:1037.871 Y:0
Shadow = SHADOW_VOLUME
End
;------------------------------------------------------------
;------------------------------------------------------------
Object OsgiliathRuin15
SelectPortrait = BPGOsgiliath
; *** ART Parameters ***
Draw = W3DScriptedModelDraw ModuleTag_01
OkToChangeModelColor = Yes
StaticModelLODMode = yes
DefaultModelConditionState
Model = OSBruin15
End
; WallBoundsMesh = GBMTWallAPTop
; ---------- destruction states
ModelConditionState = DAMAGED
Model = OSBruin15_D1
ParticleSysBone DUSTBONE01 FireBuildingSmall
ParticleSysBone DUSTBONE02 FireBuildingSmall
ParticleSysBone DUSTBONE03 FireBuildingSmall
ParticleSysBone FireMedium01 FireBuildingMedium
ParticleSysBone FireMedium02 FireBuildingMedium
ParticleSysBone FireLarge01 FireBuildingLarge
ParticleSysBone SmokeLarge01 SmokeBuildingLarge
End
ModelConditionState = REALLYDAMAGED
Model = OSBruin15_D1
ParticleSysBone DUSTBONE01 FireBuildingSmall
ParticleSysBone DUSTBONE02 FireBuildingSmall
ParticleSysBone DUSTBONE03 FireBuildingSmall
ParticleSysBone FireMedium01 FireBuildingMedium
ParticleSysBone FireMedium02 FireBuildingMedium
ParticleSysBone FireLarge01 FireBuildingLarge
End
ModelConditionState = RUBBLE
Model = OSBruin15_D1
ParticleSysBone SmokeLarge01 SmokeBuildingLarge
End
ModelConditionState = POST_RUBBLE
Model = None
ParticleSysBone NONE SmokeBuildingMediumRubble
End
ModelConditionState = POST_COLLAPSE
Model = None
ParticleSysBone NONE SmokeBuildingMediumRubble
End
End
; *** AUDIO Parameters ***
SoundOnDamaged = BuildingLightDamageStone
SoundOnReallyDamaged = BuildingHeavyDamageStone
; ***DESIGN parameters ***
DisplayName = OBJECT:Ruins
EditorSorting = STRUCTURE
ArmorSet
Conditions = None
Armor = NoArmor
DamageFX = None
End
; *** ENGINEERING Parameters ***
KindOf = STRUCTURE IMMOBILE CAN_CAST_REFLECTIONS MADE_OF_STONE NOT_AUTOACQUIRABLE CHUNK_VENDOR ;SELECTABLE
RadarPriority = STRUCTURE
Body = ActiveBody ModuleTag_03
MaxHealth = 2000.0
MaxHealthDamaged = 1500.0
MaxHealthReallyDamaged = 1000.0
GrabObject = EntThrownBuildingRock
GrabFX = FX_WallGrab
GrabOffset = X:16 Y:0
End
; Note that structures with "RUBBLE" states should not use DestroyDie; such buildings are
; never truly destroyed, even when reduced to zero health. Also note that garrisonable
; buildings automatically stick around because GarrisonContain has it's own DieModule
Behavior = SlowDeathBehavior ModuleTag_SlowDeathWithoutRubble
DestructionDelay = 4000
End
Behavior = StructureCollapseUpdate ModuleTag_04
MinCollapseDelay = 000
MaxCollapseDelay = 000
CollapseDamping = .5
MaxShudder = 0.6
MinBurstDelay = 350
MaxBurstDelay = 550
BigBurstFrequency = 4
FXList = INITIAL FX_StructureMediumCollapse
OCL = INITIAL OCL_StructureRubblePileLarge ; creates a rising pile of debris halfway-done
End
Geometry = BOX
GeometryMajorRadius = 32.8
GeometryMinorRadius = 31.2
GeometryHeight = 99.60
GeometryIsSmall = No
;GeometryRotationAnchorOffset = X:1037.871 Y:0
Shadow = SHADOW_VOLUME
GeometryContactPoint = X:0 Y:-34 Z:0 Grab
GeometryContactPoint = X:-16 Y:-15 Z:95
GeometryContactPoint = X:-36 Y:0 Z:0 Grab
GeometryContactPoint = X:-16 Y:15 Z:95
GeometryContactPoint = X:0 Y:34 Z:0 Grab
GeometryContactPoint = X:16 Y:15 Z:95
GeometryContactPoint = X:36 Y:0 Z:0 Grab
GeometryContactPoint = X:16 Y:-15 Z:95
End
;------------------------------------------------------------
;------------------------------------------------------------
Object OsgiliathRuin16
SelectPortrait = BPGOsgiliath
; *** ART Parameters ***
Draw = W3DScriptedModelDraw ModuleTag_01
OkToChangeModelColor = Yes
StaticModelLODMode = yes
DefaultModelConditionState
Model = OSBruin16
End
; WallBoundsMesh = GBMTWallAPTop
; ---------- destruction states
ModelConditionState = DAMAGED
Model = OSBruin16_D1
ParticleSysBone DUSTBONE01 FireBuildingSmall
ParticleSysBone DUSTBONE02 FireBuildingSmall
ParticleSysBone DUSTBONE03 FireBuildingSmall
ParticleSysBone FireMedium01 FireBuildingMedium
ParticleSysBone FireMedium02 FireBuildingMedium
ParticleSysBone FireLarge01 FireBuildingLarge
ParticleSysBone SmokeLarge01 SmokeBuildingLarge
End
ModelConditionState = REALLYDAMAGED
Model = OSBruin16_D2
ParticleSysBone DUSTBONE01 FireBuildingSmall
ParticleSysBone DUSTBONE02 FireBuildingSmall
ParticleSysBone DUSTBONE03 FireBuildingSmall
ParticleSysBone FireMedium01 FireBuildingMedium
ParticleSysBone FireMedium02 FireBuildingMedium
ParticleSysBone FireLarge01 FireBuildingLarge
End
ModelConditionState = RUBBLE
Model = OSBruin16_D2
ParticleSysBone SmokeLarge01 SmokeBuildingLarge
End
ModelConditionState = POST_RUBBLE
Model = None
ParticleSysBone NONE SmokeBuildingMediumRubble
End
ModelConditionState = POST_COLLAPSE
Model = None
ParticleSysBone NONE SmokeBuildingMediumRubble
End
End
; *** AUDIO Parameters ***
SoundOnDamaged = BuildingLightDamageStone
SoundOnReallyDamaged = BuildingHeavyDamageStone
; ***DESIGN parameters ***
DisplayName = OBJECT:Ruins
EditorSorting = STRUCTURE
ArmorSet
Conditions = None
Armor = NoArmor
DamageFX = None
End
; *** ENGINEERING Parameters ***
KindOf = STRUCTURE IMMOBILE CAN_CAST_REFLECTIONS
RadarPriority = STRUCTURE
Body = ActiveBody ModuleTag_03
MaxHealth = 2000.0
MaxHealthDamaged = 1500.0
MaxHealthReallyDamaged = 1000.0
End
; Note that structures with "RUBBLE" states should not use DestroyDie; such buildings are
; never truly destroyed, even when reduced to zero health. Also note that garrisonable
; buildings automatically stick around because GarrisonContain has it's own DieModule
Behavior = SlowDeathBehavior ModuleTag_SlowDeathWithoutRubble
DestructionDelay = 3000
End
Behavior = StructureCollapseUpdate ModuleTag_04
MinCollapseDelay = 000
MaxCollapseDelay = 000
CollapseDamping = .5
MaxShudder = 0.6
MinBurstDelay = 250
MaxBurstDelay = 800
BigBurstFrequency = 4
FXList = INITIAL FX_StructureMediumCollapse
OCL = INITIAL OCL_StructureRubblePileLarge ; creates a rising pile of debris halfway-done
End
Geometry = BOX
GeometryMajorRadius = 34.00
GeometryMinorRadius = 7.2
GeometryHeight = 44.8
GeometryIsSmall = No
;GeometryRotationAnchorOffset = X:1037.871 Y:0
Shadow = SHADOW_VOLUME
End
;------------------------------------------------------------
ChildObject OsgiliathRuin17 OsgiliathRuin16
End
ChildObject OsgiliathRuin18 OsgiliathRuin16
End
ChildObject OsgiliathRuin19 OsgiliathRuin16
End
;------------------------------------------------------------
Object OsgiliathRuin20
SelectPortrait = BPGOsgiliath
; *** ART Parameters ***
Draw = W3DScriptedModelDraw ModuleTag_01
OkToChangeModelColor = Yes
StaticModelLODMode = yes
DefaultModelConditionState
Model = OSBruin20
End
; WallBoundsMesh = GBMTWallAPTop
; ---------- destruction states
ModelConditionState = DAMAGED
Model = OSBruin20_D1
ParticleSysBone DUSTBONE01 FireBuildingSmall
ParticleSysBone DUSTBONE02 FireBuildingSmall
ParticleSysBone DUSTBONE03 FireBuildingSmall
ParticleSysBone FireMedium01 FireBuildingMedium
ParticleSysBone FireMedium02 FireBuildingMedium
ParticleSysBone FireLarge01 FireBuildingLarge
ParticleSysBone SmokeLarge01 SmokeBuildingLarge
End
ModelConditionState = REALLYDAMAGED
Model = OSBruin20_D1
ParticleSysBone DUSTBONE01 FireBuildingSmall
ParticleSysBone DUSTBONE02 FireBuildingSmall
ParticleSysBone DUSTBONE03 FireBuildingSmall
ParticleSysBone FireMedium01 FireBuildingMedium
ParticleSysBone FireMedium02 FireBuildingMedium
ParticleSysBone FireLarge01 FireBuildingLarge
End
ModelConditionState = RUBBLE
Model = OSBruin20_D1
ParticleSysBone SmokeLarge01 SmokeBuildingLarge
End
ModelConditionState = POST_RUBBLE
Model = None
ParticleSysBone NONE SmokeBuildingMediumRubble
End
ModelConditionState = POST_COLLAPSE
Model = None
ParticleSysBone NONE SmokeBuildingMediumRubble
End
End
; *** AUDIO Parameters ***
SoundOnDamaged = BuildingLightDamageStone
SoundOnReallyDamaged = BuildingHeavyDamageStone
; ***DESIGN parameters ***
DisplayName = OBJECT:Ruins
EditorSorting = STRUCTURE
ArmorSet
Conditions = None
Armor = NoArmor
DamageFX = None
End
; *** ENGINEERING Parameters ***
KindOf = STRUCTURE IMMOBILE CAN_CAST_REFLECTIONS
RadarPriority = STRUCTURE
Body = ActiveBody ModuleTag_03
MaxHealth = 2000.0
MaxHealthDamaged = 1500.0
MaxHealthReallyDamaged = 1000.0
End
; Note that structures with "RUBBLE" states should not use DestroyDie; such buildings are
; never truly destroyed, even when reduced to zero health. Also note that garrisonable
; buildings automatically stick around because GarrisonContain has it's own DieModule
Behavior = SlowDeathBehavior ModuleTag_SlowDeathWithoutRubble
DestructionDelay = 2500
End
Behavior = StructureCollapseUpdate ModuleTag_04
MinCollapseDelay = 000
MaxCollapseDelay = 000
CollapseDamping = .5
MaxShudder = 0.6
MinBurstDelay = 250
MaxBurstDelay = 800
BigBurstFrequency = 4
FXList = INITIAL FX_StructureMediumCollapse
OCL = INITIAL OCL_StructureRubblePileLarge ; creates a rising pile of debris halfway-done
End
Geometry = BOX
GeometryMajorRadius = 30.80
GeometryMinorRadius = 8.8
GeometryHeight = 44.0
GeometryIsSmall = No
;GeometryRotationAnchorOffset = X:1037.871 Y:0
Shadow = SHADOW_VOLUME
End
;------------------------------------------------------------
;------------------------------------------------------------
Object OsgiliathRuin21
SelectPortrait = BPGOsgiliath
; *** ART Parameters ***
Draw = W3DScriptedModelDraw ModuleTag_01
OkToChangeModelColor = Yes
StaticModelLODMode = yes
DefaultModelConditionState
Model = OSBruin21
End
; WallBoundsMesh = GBMTWallAPTop
; ---------- destruction states
ModelConditionState = DAMAGED
Model = OSBruin21_D1
ParticleSysBone DUSTBONE01 FireBuildingSmall
ParticleSysBone DUSTBONE02 FireBuildingSmall
ParticleSysBone DUSTBONE03 FireBuildingSmall
ParticleSysBone FireMedium01 FireBuildingMedium
ParticleSysBone FireMedium02 FireBuildingMedium
ParticleSysBone FireLarge01 FireBuildingLarge
ParticleSysBone SmokeLarge01 SmokeBuildingLarge
End
ModelConditionState = REALLYDAMAGED
Model = OSBruin21_D2
ParticleSysBone DUSTBONE01 FireBuildingSmall
ParticleSysBone DUSTBONE02 FireBuildingSmall
ParticleSysBone DUSTBONE03 FireBuildingSmall
ParticleSysBone FireMedium01 FireBuildingMedium
ParticleSysBone FireMedium02 FireBuildingMedium
ParticleSysBone FireLarge01 FireBuildingLarge
End
ModelConditionState = RUBBLE
Model = OSBruin21_D2
ParticleSysBone SmokeLarge01 SmokeBuildingLarge
End
ModelConditionState = POST_RUBBLE
Model = None
ParticleSysBone NONE SmokeBuildingMediumRubble
End
ModelConditionState = POST_COLLAPSE
Model = None
ParticleSysBone NONE SmokeBuildingMediumRubble
End
End
; *** AUDIO Parameters ***
SoundOnDamaged = BuildingLightDamageStone
SoundOnReallyDamaged = BuildingHeavyDamageStone
; ***DESIGN parameters ***
DisplayName = OBJECT:Ruins
EditorSorting = STRUCTURE
ArmorSet
Conditions = None
Armor = NoArmor
DamageFX = None
End
; *** ENGINEERING Parameters ***
KindOf = STRUCTURE IMMOBILE CAN_CAST_REFLECTIONS SELECTABLE CHUNK_VENDOR
RadarPriority = STRUCTURE
Body = ActiveBody ModuleTag_03
MaxHealth = 2000.0
MaxHealthDamaged = 1500.0
MaxHealthReallyDamaged = 1000.0
GrabObject = EntThrownBuildingRock
GrabFX = FX_WallGrab
GrabDamage = 490
GrabOffset = X:16 Y:0
End
; Note that structures with "RUBBLE" states should not use DestroyDie; such buildings are
; never truly destroyed, even when reduced to zero health. Also note that garrisonable
; buildings automatically stick around because GarrisonContain has it's own DieModule
Behavior = SlowDeathBehavior ModuleTag_SlowDeathWithoutRubble
DestructionDelay = 3000
End
Behavior = StructureCollapseUpdate ModuleTag_04
MinCollapseDelay = 000
MaxCollapseDelay = 000
CollapseDamping = .5
MaxShudder = 0.6
MinBurstDelay = 250
MaxBurstDelay = 800
BigBurstFrequency = 4
FXList = INITIAL FX_StructureMediumCollapse
OCL = INITIAL OCL_StructureRubblePileLarge ; creates a rising pile of debris halfway-done
End
Geometry = BOX
GeometryMajorRadius = 16.40
GeometryMinorRadius = 13.6
GeometryHeight = 60.0
GeometryIsSmall = No
;GeometryRotationAnchorOffset = X:1037.871 Y:0
Shadow = SHADOW_VOLUME
GeometryContactPoint = X:0 Y:-16 Z:0 Grab
GeometryContactPoint = X:-10 Y:-6 Z:55
GeometryContactPoint = X:-20 Y:0 Z:0 Grab
GeometryContactPoint = X:-10 Y:6 Z:55
GeometryContactPoint = X:0 Y:16 Z:0 Grab
GeometryContactPoint = X:10 Y:6 Z:55
GeometryContactPoint = X:20 Y:0 Z:0 Grab
GeometryContactPoint = X:10 Y:-6 Z:55
End
;------------------------------------------------------------
;------------------------------------------------------------
Object OsgiliathRuin21b
SelectPortrait = BPGOsgiliath
; *** ART Parameters ***
Draw = W3DScriptedModelDraw ModuleTag_01
OkToChangeModelColor = Yes
StaticModelLODMode = yes
DefaultModelConditionState
Model = OSBruin21b
End
; WallBoundsMesh = GBMTWallAPTop
; ---------- destruction states
ModelConditionState = DAMAGED
Model = OSBruin21b_D1
ParticleSysBone DUSTBONE01 FireBuildingSmall
ParticleSysBone DUSTBONE02 FireBuildingSmall
ParticleSysBone DUSTBONE03 FireBuildingSmall
ParticleSysBone FireMedium01 FireBuildingMedium
ParticleSysBone FireMedium02 FireBuildingMedium
ParticleSysBone FireLarge01 FireBuildingLarge
ParticleSysBone SmokeLarge01 SmokeBuildingLarge
End
ModelConditionState = REALLYDAMAGED
Model = OSBruin21b_D2
ParticleSysBone DUSTBONE01 FireBuildingSmall
ParticleSysBone DUSTBONE02 FireBuildingSmall
ParticleSysBone DUSTBONE03 FireBuildingSmall
ParticleSysBone FireMedium01 FireBuildingMedium
ParticleSysBone FireMedium02 FireBuildingMedium
ParticleSysBone FireLarge01 FireBuildingLarge
End
ModelConditionState = RUBBLE
Model = OSBruin21b_D2
ParticleSysBone SmokeLarge01 SmokeBuildingLarge
End
ModelConditionState = POST_RUBBLE
Model = None
ParticleSysBone NONE SmokeBuildingMediumRubble
End
ModelConditionState = POST_COLLAPSE
Model = None
ParticleSysBone NONE SmokeBuildingMediumRubble
End
End
; *** AUDIO Parameters ***
SoundOnDamaged = BuildingLightDamageStone
SoundOnReallyDamaged = BuildingHeavyDamageStone
; ***DESIGN parameters ***
DisplayName = OBJECT:Ruins
EditorSorting = STRUCTURE
ArmorSet
Conditions = None
Armor = NoArmor
DamageFX = None
End
; *** ENGINEERING Parameters ***
KindOf = STRUCTURE IMMOBILE CAN_CAST_REFLECTIONS SELECTABLE MADE_OF_STONE NOT_AUTOACQUIRABLE CHUNK_VENDOR CAN_CAST_REFLECTIONS
RadarPriority = STRUCTURE
Body = ActiveBody ModuleTag_03
MaxHealth = 2000.0
MaxHealthDamaged = 1300.0
MaxHealthReallyDamaged = 100.0
GrabObject = EntThrownBuildingRock
GrabFX = FX_WallGrab
GrabOffset = X:16 Y:0
End
; Note that structures with "RUBBLE" states should not use DestroyDie; such buildings are
; never truly destroyed, even when reduced to zero health. Also note that garrisonable
; buildings automatically stick around because GarrisonContain has it's own DieModule
Behavior = SlowDeathBehavior ModuleTag_SlowDeathWithoutRubble
DestructionDelay = 3000
End
Behavior = StructureCollapseUpdate ModuleTag_04
MinCollapseDelay = 000
MaxCollapseDelay = 000
CollapseDamping = .5
MaxShudder = 0.6
MinBurstDelay = 250
MaxBurstDelay = 800
BigBurstFrequency = 4
FXList = INITIAL FX_StructureMediumCollapse
OCL = INITIAL OCL_StructureRubblePileLarge ; creates a rising pile of debris halfway-done
End
Geometry = CYLINDER
GeometryMajorRadius = 35.0
GeometryMinorRadius = 35.0
GeometryHeight = 100.0
GeometryIsSmall = No
;GeometryRotationAnchorOffset = X:1037.871 Y:0
Shadow = SHADOW_VOLUME
GeometryContactPoint = X:0 Y:-40 Z:0 Grab
GeometryContactPoint = X:-17 Y:-17 Z:95
GeometryContactPoint = X:-40 Y:0 Z:0 Grab
GeometryContactPoint = X:-17 Y:17 Z:95
GeometryContactPoint = X:0 Y:40 Z:0 Grab
GeometryContactPoint = X:17 Y:17 Z:95
GeometryContactPoint = X:40 Y:0 Z:0 Grab
GeometryContactPoint = X:17 Y:-17 Z:95
End
;------------------------------------------------------------
;------------------------------------------------------------
Object OsgiliathRuin22
SelectPortrait = BPGOsgiliath
; *** ART Parameters ***
Draw = W3DScriptedModelDraw ModuleTag_01
OkToChangeModelColor = Yes
StaticModelLODMode = yes
DefaultModelConditionState
Model = OSBruin22
End
End
; *** AUDIO Parameters ***
SoundOnDamaged = BuildingLightDamageStone
SoundOnReallyDamaged = BuildingHeavyDamageStone
; ***DESIGN parameters ***
DisplayName = OBJECT:Ruins
EditorSorting = STRUCTURE
ArmorSet
Conditions = None
Armor = NoArmor
DamageFX = None
End
; *** ENGINEERING Parameters ***
KindOf = STRUCTURE IMMOBILE CAN_CAST_REFLECTIONS UNATTACKABLE
RadarPriority = STRUCTURE
Body = ImmortalBody ModuleTag_03
MaxHealth = 2000.0
MaxHealthDamaged = 1300.0
MaxHealthReallyDamaged = 1000.0
End
; Note that structures with "RUBBLE" states should not use DestroyDie; such buildings are
; never truly destroyed, even when reduced to zero health. Also note that garrisonable
; buildings automatically stick around because GarrisonContain has it's own DieModule
Behavior = SlowDeathBehavior ModuleTag_SlowDeathWithoutRubble
DestructionDelay = 2100
End
Behavior = StructureCollapseUpdate ModuleTag_04
MinCollapseDelay = 000
MaxCollapseDelay = 000
CollapseDamping = .5
MaxShudder = 0.6
MinBurstDelay = 250
MaxBurstDelay = 800
BigBurstFrequency = 4
FXList = INITIAL FX_StructureMediumCollapse
OCL = INITIAL OCL_StructureRubblePileLarge ; creates a rising pile of debris halfway-done
End
Geometry = BOX
GeometryMajorRadius = 5.20
GeometryMinorRadius = 8.8
GeometryHeight = 23.2
GeometryIsSmall = No
;GeometryRotationAnchorOffset = X:1037.871 Y:0
Shadow = SHADOW_VOLUME
End
;------------------------------------------------------------
;------------------------------------------------------------
Object OsgiliathRuin23
SelectPortrait = BPGOsgiliath
; *** ART Parameters ***
Draw = W3DScriptedModelDraw ModuleTag_01
OkToChangeModelColor = Yes
StaticModelLODMode = yes
DefaultModelConditionState
Model = OSBruin23
End
; WallBoundsMesh = GBMTWallAPTop
; ---------- destruction states
ModelConditionState = DAMAGED
Model = OSBruin23_D1
ParticleSysBone DUSTBONE01 FireBuildingSmall
ParticleSysBone DUSTBONE02 FireBuildingSmall
ParticleSysBone DUSTBONE03 FireBuildingSmall
ParticleSysBone FireMedium01 FireBuildingMedium
ParticleSysBone FireMedium02 FireBuildingMedium
ParticleSysBone FireLarge01 FireBuildingLarge
ParticleSysBone SmokeLarge01 SmokeBuildingLarge
End
ModelConditionState = REALLYDAMAGED
Model = OSBruin23_D2
ParticleSysBone DUSTBONE01 FireBuildingSmall
ParticleSysBone DUSTBONE02 FireBuildingSmall
ParticleSysBone DUSTBONE03 FireBuildingSmall
ParticleSysBone FireMedium01 FireBuildingMedium
ParticleSysBone FireMedium02 FireBuildingMedium
ParticleSysBone FireLarge01 FireBuildingLarge
End
ModelConditionState = RUBBLE
Model = OSBruin23_D2
ParticleSysBone SmokeLarge01 SmokeBuildingLarge
End
ModelConditionState = POST_RUBBLE
Model = None
ParticleSysBone NONE SmokeBuildingMediumRubble
End
ModelConditionState = POST_COLLAPSE
Model = None
ParticleSysBone NONE SmokeBuildingMediumRubble
End
End
; *** AUDIO Parameters ***
SoundOnDamaged = BuildingLightDamageStone
SoundOnReallyDamaged = BuildingHeavyDamageStone
; ***DESIGN parameters ***
DisplayName = OBJECT:Ruins
EditorSorting = STRUCTURE
ArmorSet
Conditions = None
Armor = NoArmor
DamageFX = None
End
; *** ENGINEERING Parameters ***
KindOf = STRUCTURE IMMOBILE CAN_CAST_REFLECTIONS
RadarPriority = STRUCTURE
Body = ActiveBody ModuleTag_03
MaxHealth = 2000.0
MaxHealthDamaged = 1500.0
MaxHealthReallyDamaged = 1000.0
End
; Note that structures with "RUBBLE" states should not use DestroyDie; such buildings are
; never truly destroyed, even when reduced to zero health. Also note that garrisonable
; buildings automatically stick around because GarrisonContain has it's own DieModule
Behavior = SlowDeathBehavior ModuleTag_SlowDeathWithoutRubble
DestructionDelay = 2300
End
Behavior = StructureCollapseUpdate ModuleTag_04
MinCollapseDelay = 000
MaxCollapseDelay = 000
CollapseDamping = .5
MaxShudder = 0.6
MinBurstDelay = 250
MaxBurstDelay = 800
BigBurstFrequency = 4
FXList = INITIAL FX_StructureMediumCollapse
OCL = INITIAL OCL_StructureRubblePileLarge ; creates a rising pile of debris halfway-done
End
Geometry = BOX
GeometryMajorRadius = 22.00
GeometryMinorRadius = 8.8
GeometryHeight = 39.2
GeometryIsSmall = No
;GeometryRotationAnchorOffset = X:1037.871 Y:0
Shadow = SHADOW_VOLUME
End
;------------------------------------------------------------
;------------------------------------------------------------
Object OsgiliathRuin24
SelectPortrait = BPGOsgiliath
; *** ART Parameters ***
Draw = W3DScriptedModelDraw ModuleTag_01
OkToChangeModelColor = Yes
StaticModelLODMode = yes
DefaultModelConditionState
Model = OSBruin24
End
; WallBoundsMesh = GBMTWallAPTop
; ---------- destruction states
ModelConditionState = DAMAGED
Model = OSBruin24_D1
ParticleSysBone DUSTBONE01 FireBuildingSmall
ParticleSysBone DUSTBONE02 FireBuildingSmall
ParticleSysBone DUSTBONE03 FireBuildingSmall
ParticleSysBone FireMedium01 FireBuildingMedium
ParticleSysBone FireMedium02 FireBuildingMedium
ParticleSysBone FireLarge01 FireBuildingLarge
ParticleSysBone SmokeLarge01 SmokeBuildingLarge
End
ModelConditionState = REALLYDAMAGED
Model = OSBruin24_D2
ParticleSysBone DUSTBONE01 FireBuildingSmall
ParticleSysBone DUSTBONE02 FireBuildingSmall
ParticleSysBone DUSTBONE03 FireBuildingSmall
ParticleSysBone FireMedium01 FireBuildingMedium
ParticleSysBone FireMedium02 FireBuildingMedium
ParticleSysBone FireLarge01 FireBuildingLarge
End
ModelConditionState = RUBBLE
Model = OSBruin24_D2
ParticleSysBone SmokeLarge01 SmokeBuildingLarge
End
ModelConditionState = POST_RUBBLE
Model = None
ParticleSysBone NONE SmokeBuildingMediumRubble
End
ModelConditionState = POST_COLLAPSE
Model = None
ParticleSysBone NONE SmokeBuildingMediumRubble
End
End
; *** AUDIO Parameters ***
SoundOnDamaged = BuildingLightDamageStone
SoundOnReallyDamaged = BuildingHeavyDamageStone
; ***DESIGN parameters ***
DisplayName = OBJECT:Ruins
EditorSorting = STRUCTURE
ArmorSet
Conditions = None
Armor = NoArmor
DamageFX = None
End
; *** ENGINEERING Parameters ***
KindOf = STRUCTURE IMMOBILE CAN_CAST_REFLECTIONS
RadarPriority = STRUCTURE
Body = ActiveBody ModuleTag_03
MaxHealth = 2000.0
MaxHealthDamaged = 1500.0
MaxHealthReallyDamaged = 1000.0
End
; Note that structures with "RUBBLE" states should not use DestroyDie; such buildings are
; never truly destroyed, even when reduced to zero health. Also note that garrisonable
; buildings automatically stick around because GarrisonContain has it's own DieModule
Behavior = SlowDeathBehavior ModuleTag_SlowDeathWithoutRubble
DestructionDelay = 2500
End
Behavior = StructureCollapseUpdate ModuleTag_04
MinCollapseDelay = 000
MaxCollapseDelay = 000
CollapseDamping = .5
MaxShudder = 0.6
MinBurstDelay = 250
MaxBurstDelay = 800
BigBurstFrequency = 4
FXList = INITIAL FX_StructureMediumCollapse
OCL = INITIAL OCL_StructureRubblePileLarge ; creates a rising pile of debris halfway-done
End
Geometry = BOX
GeometryMajorRadius = 30.80
GeometryMinorRadius = 8.8
GeometryHeight = 41.6
GeometryIsSmall = No
;GeometryRotationAnchorOffset = X:1037.871 Y:0
Shadow = SHADOW_VOLUME
End
;------------------------------------------------------------
;------------------------------------------------------------
Object OsgiliathRubble01
; *** ART Parameters ***
Draw = W3DScriptedModelDraw ModuleTag_01
DefaultModelConditionState
Model = OSBruinRub01
End
UseStandardModelNames = Yes
End
; ***DESIGN parameters ***
DisplayName = OBJECT:OsgiliathRubble01
EditorSorting = MISC_MAN_MADE
KindOf = IMMOBILE UNATTACKABLE NOT_AUTOACQUIRABLE CLEARED_BY_BUILD INERT OPTIMIZED_PROP
; *** ENGINEERING Parameters ***
Body = ActiveBody ModuleTag_02
MaxHealth = 1.0
End
Shadow = SHADOW_VOLUME
Behavior = DestroyDie ModuleTag_09
DeathTypes = ALL
End
End
;------------------------------------------------------------
Object OsgiliathRubble02
; *** ART Parameters ***
Draw = W3DScriptedModelDraw ModuleTag_01
DefaultModelConditionState
Model = OSBruinRub02
End
UseStandardModelNames = Yes
End
; ***DESIGN parameters ***
DisplayName = OBJECT:OsgiliathRubble02
EditorSorting = MISC_MAN_MADE
KindOf = IMMOBILE UNATTACKABLE NOT_AUTOACQUIRABLE CLEARED_BY_BUILD INERT OPTIMIZED_PROP
; *** ENGINEERING Parameters ***
Body = ActiveBody ModuleTag_02
MaxHealth = 1.0
End
Shadow = SHADOW_VOLUME
Behavior = DestroyDie ModuleTag_09
DeathTypes = ALL
End
End
;------------------------------------------------------------
Object OsgiliathRubble03
; *** ART Parameters ***
Draw = W3DScriptedModelDraw ModuleTag_01
DefaultModelConditionState
Model = OSBruinRub03
End
UseStandardModelNames = Yes
End
; ***DESIGN parameters ***
DisplayName = OBJECT:OsgiliathRubble03
EditorSorting = MISC_MAN_MADE
KindOf = IMMOBILE UNATTACKABLE NOT_AUTOACQUIRABLE CLEARED_BY_BUILD INERT OPTIMIZED_PROP
; *** ENGINEERING Parameters ***
Body = ActiveBody ModuleTag_02
MaxHealth = 1.0
End
Shadow = SHADOW_VOLUME
Behavior = DestroyDie ModuleTag_09
DeathTypes = ALL
End
End
;------------------------------------------------------------
Object OsgiliathRubble04
; *** ART Parameters ***
Draw = W3DScriptedModelDraw ModuleTag_01
DefaultModelConditionState
Model = OSBruinRub04
End
UseStandardModelNames = Yes
End
; ***DESIGN parameters ***
DisplayName = OBJECT:OsgiliathRubble04
EditorSorting = MISC_MAN_MADE
KindOf = IMMOBILE UNATTACKABLE NOT_AUTOACQUIRABLE CLEARED_BY_BUILD INERT OPTIMIZED_PROP
; *** ENGINEERING Parameters ***
Body = ActiveBody ModuleTag_02
MaxHealth = 1.0
End
Shadow = SHADOW_VOLUME
Behavior = DestroyDie ModuleTag_09
DeathTypes = ALL
End
End
;------------------------------------------------------------
Object OsgiliathPlot01
SelectPortrait = BPGOsgiliath
; *** ART Parameters ***
Draw = W3DScriptedModelDraw ModuleTag_01
OkToChangeModelColor = Yes
StaticModelLODMode = yes
DefaultModelConditionState
Model = OSBruinPl01
End
; WallBoundsMesh = GBMTWallAPTop
End
; *** AUDIO Parameters ***
; ***DESIGN parameters ***
DisplayName = OBJECT:Ruins
EditorSorting = STRUCTURE
ArmorSet
Conditions = None
Armor = NoArmor
DamageFX = None
End
; *** ENGINEERING Parameters ***
KindOf = STRUCTURE IMMOBILE CAN_CAST_REFLECTIONS
RadarPriority = STRUCTURE
Body = ActiveBody ModuleTag_03
MaxHealth = 2000.0
End
; Note that structures with "RUBBLE" states should not use DestroyDie; such buildings are
; never truly destroyed, even when reduced to zero health. Also note that garrisonable
; buildings automatically stick around because GarrisonContain has it's own DieModule
Behavior = SlowDeathBehavior ModuleTag_SlowDeathWithoutRubble
DestructionDelay = 3000
End
Geometry = BOX
GeometryMajorRadius = 40.0
GeometryMinorRadius = 11.2
GeometryHeight = 48.0
GeometryIsSmall = No
;GeometryRotationAnchorOffset = X:1037.871 Y:0
Shadow = SHADOW_VOLUME
End
;------------------------------------------------------------
;------------------------------------------------------------
Object OsgiliathPlot02
SelectPortrait = BPGOsgiliath
; *** ART Parameters ***
Draw = W3DScriptedModelDraw ModuleTag_01
OkToChangeModelColor = Yes
StaticModelLODMode = yes
DefaultModelConditionState
Model = OSBruinPl02
End
; WallBoundsMesh = GBMTWallAPTop
End
; *** AUDIO Parameters ***
; ***DESIGN parameters ***
DisplayName = OBJECT:Ruins
EditorSorting = STRUCTURE
ArmorSet
Conditions = None
Armor = NoArmor
DamageFX = None
End
; *** ENGINEERING Parameters ***
KindOf = STRUCTURE IMMOBILE CAN_CAST_REFLECTIONS
RadarPriority = STRUCTURE
Body = ActiveBody ModuleTag_03
MaxHealth = 2000.0
End
; Note that structures with "RUBBLE" states should not use DestroyDie; such buildings are
; never truly destroyed, even when reduced to zero health. Also note that garrisonable
; buildings automatically stick around because GarrisonContain has it's own DieModule
Behavior = SlowDeathBehavior ModuleTag_SlowDeathWithoutRubble
DestructionDelay = 3000
End
Geometry = BOX
GeometryMajorRadius = 40.0
GeometryMinorRadius = 11.2
GeometryHeight = 48.0
GeometryIsSmall = No
;GeometryRotationAnchorOffset = X:1037.871 Y:0
Shadow = SHADOW_VOLUME
End
;------------------------------------------------------------
;------------------------------------------------------------
Object OsgiliathPlot03
SelectPortrait = BPGOsgiliath
; *** ART Parameters ***
Draw = W3DScriptedModelDraw ModuleTag_01
OkToChangeModelColor = Yes
StaticModelLODMode = yes
DefaultModelConditionState
Model = OSBruinPl03
End
; WallBoundsMesh = GBMTWallAPTop
End
; *** AUDIO Parameters ***
; ***DESIGN parameters ***
DisplayName = OBJECT:Ruins
EditorSorting = STRUCTURE
ArmorSet
Conditions = None
Armor = NoArmor
DamageFX = None
End
; *** ENGINEERING Parameters ***
KindOf = STRUCTURE IMMOBILE CAN_CAST_REFLECTIONS
RadarPriority = STRUCTURE
Body = ActiveBody ModuleTag_03
MaxHealth = 2000.0
End
; Note that structures with "RUBBLE" states should not use DestroyDie; such buildings are
; never truly destroyed, even when reduced to zero health. Also note that garrisonable
; buildings automatically stick around because GarrisonContain has it's own DieModule
Behavior = SlowDeathBehavior ModuleTag_SlowDeathWithoutRubble
DestructionDelay = 3000
End
Geometry = BOX
GeometryMajorRadius = 40.0
GeometryMinorRadius = 11.2
GeometryHeight = 48.0
GeometryIsSmall = No
;GeometryRotationAnchorOffset = X:1037.871 Y:0
Shadow = SHADOW_VOLUME
End
;------------------------------------------------------------
;------------------------------------------------------------
Object OsgiliathStatue01
SelectPortrait = BPGOsgiliath
; *** ART Parameters ***
Draw = W3DScriptedModelDraw ModuleTag_01
OkToChangeModelColor = Yes
StaticModelLODMode = yes
DefaultModelConditionState
Model = OSBsta01
End
; WallBoundsMesh = GBMTWallAPTop
End
; *** AUDIO Parameters ***
SoundOnDamaged = BuildingLightDamageStone
SoundOnReallyDamaged = BuildingHeavyDamageStone
; ***DESIGN parameters ***
DisplayName = OBJECT:Ruins
EditorSorting = STRUCTURE
ArmorSet
Conditions = None
Armor = NoArmor
DamageFX = None
End
; *** ENGINEERING Parameters ***
KindOf = STRUCTURE IMMOBILE CAN_CAST_REFLECTIONS
RadarPriority = STRUCTURE
Body = ActiveBody ModuleTag_03
MaxHealth = 2000.0
End
; Note that structures with "RUBBLE" states should not use DestroyDie; such buildings are
; never truly destroyed, even when reduced to zero health. Also note that garrisonable
; buildings automatically stick around because GarrisonContain has it's own DieModule
Behavior = SlowDeathBehavior ModuleTag_SlowDeathWithoutRubble
DestructionDelay = 3000
End
Geometry = BOX
GeometryMajorRadius = 12.0
GeometryMinorRadius = 20.0
GeometryHeight = 72.0
GeometryIsSmall = No
;GeometryRotationAnchorOffset = X:1037.871 Y:0
Shadow = SHADOW_VOLUME
End
;------------------------------------------------------------
;------------------------------------------------------------
Object OsgiliathStatue02
SelectPortrait = BPGOsgiliath
; *** ART Parameters ***
Draw = W3DScriptedModelDraw ModuleTag_01
OkToChangeModelColor = Yes
StaticModelLODMode = yes
DefaultModelConditionState
Model = OSBsta02
End
; WallBoundsMesh = GBMTWallAPTop
End
; *** AUDIO Parameters ***
SoundOnDamaged = BuildingLightDamageStone
SoundOnReallyDamaged = BuildingHeavyDamageStone
; ***DESIGN parameters ***
DisplayName = OBJECT:Ruins
EditorSorting = STRUCTURE
ArmorSet
Conditions = None
Armor = NoArmor
DamageFX = None
End
; *** ENGINEERING Parameters ***
KindOf = STRUCTURE IMMOBILE CAN_CAST_REFLECTIONS
RadarPriority = STRUCTURE
Body = ActiveBody ModuleTag_03
MaxHealth = 2000.0
End
; Note that structures with "RUBBLE" states should not use DestroyDie; such buildings are
; never truly destroyed, even when reduced to zero health. Also note that garrisonable
; buildings automatically stick around because GarrisonContain has it's own DieModule
Behavior = SlowDeathBehavior ModuleTag_SlowDeathWithoutRubble
DestructionDelay = 3000
End
Geometry = BOX
GeometryMajorRadius = 8.0
GeometryMinorRadius = 9.6
GeometryHeight = 48.0
GeometryIsSmall = No
;GeometryRotationAnchorOffset = X:1037.871 Y:0
Shadow = SHADOW_VOLUME
End
;------------------------------------------------------------
;------------------------------------------------------------
Object OsgiliathStatue03
SelectPortrait = BPGOsgiliath
; *** ART Parameters ***
Draw = W3DScriptedModelDraw ModuleTag_01
OkToChangeModelColor = Yes
StaticModelLODMode = yes
DefaultModelConditionState
Model = OSBsta03
End
; WallBoundsMesh = GBMTWallAPTop
End
; *** AUDIO Parameters ***
SoundOnDamaged = BuildingLightDamageStone
SoundOnReallyDamaged = BuildingHeavyDamageStone
; ***DESIGN parameters ***
DisplayName = OBJECT:Ruins
EditorSorting = STRUCTURE
ArmorSet
Conditions = None
Armor = NoArmor
DamageFX = None
End
; *** ENGINEERING Parameters ***
KindOf = STRUCTURE IMMOBILE CAN_CAST_REFLECTIONS
RadarPriority = STRUCTURE
Body = ActiveBody ModuleTag_03
MaxHealth = 2000.0
End
; Note that structures with "RUBBLE" states should not use DestroyDie; such buildings are
; never truly destroyed, even when reduced to zero health. Also note that garrisonable
; buildings automatically stick around because GarrisonContain has it's own DieModule
Behavior = SlowDeathBehavior ModuleTag_SlowDeathWithoutRubble
DestructionDelay = 3000
End
Geometry = BOX
GeometryMajorRadius = 8.0
GeometryMinorRadius = 8.0
GeometryHeight = 40.0
GeometryIsSmall = No
;GeometryRotationAnchorOffset = X:1037.871 Y:0
Shadow = SHADOW_VOLUME
End
;------------------------------------------------------------
;------------------------------------------------------------
Object OsgiliathStatue04
SelectPortrait = BPGOsgiliath
; *** ART Parameters ***
Draw = W3DScriptedModelDraw ModuleTag_01
OkToChangeModelColor = Yes
StaticModelLODMode = yes
DefaultModelConditionState
Model = OSBsta04
End
; WallBoundsMesh = GBMTWallAPTop
End
; *** AUDIO Parameters ***
SoundOnDamaged = BuildingLightDamageStone
SoundOnReallyDamaged = BuildingHeavyDamageStone
; ***DESIGN parameters ***
DisplayName = OBJECT:Ruins
EditorSorting = STRUCTURE
; Browser = CINEMATICS UNIT
ArmorSet
Conditions = None
Armor = NoArmor
DamageFX = None
End
; *** ENGINEERING Parameters ***
KindOf = STRUCTURE IMMOBILE CAN_CAST_REFLECTIONS
RadarPriority = STRUCTURE
Body = ActiveBody ModuleTag_03
MaxHealth = 2000.0
End
; Note that structures with "RUBBLE" states should not use DestroyDie; such buildings are
; never truly destroyed, even when reduced to zero health. Also note that garrisonable
; buildings automatically stick around because GarrisonContain has it's own DieModule
Behavior = SlowDeathBehavior ModuleTag_SlowDeathWithoutRubble
DestructionDelay = 3000
End
Geometry = BOX
GeometryMajorRadius = 24.0
GeometryMinorRadius = 20.0
GeometryHeight = 35.2
GeometryIsSmall = No
;GeometryRotationAnchorOffset = X:1037.871 Y:0
Shadow = SHADOW_VOLUME
End
;------------------------------------------------------------
;------------------------------------------------------------
Object OsgiliathBridgeCenter
SelectPortrait = BPGOsgiliath
; *** ART Parameters ***
Draw = W3DScriptedModelDraw ModuleTag_01
OkToChangeModelColor = Yes
StaticModelLODMode = yes
DefaultModelConditionState
Model = OSBridgeC
End
WallBoundsMesh = OSBridgeCPTop
; RampMesh1 = OSBridgeCPTop
End
; *** AUDIO Parameters ***
SoundOnDamaged = BuildingLightDamageStone
SoundOnReallyDamaged = BuildingHeavyDamageStone
; ***DESIGN parameters ***
DisplayName = OBJECT:Bridge
EditorSorting = STRUCTURE
ArmorSet
Conditions = None
Armor = NoArmor
DamageFX = None
End
; *** ENGINEERING Parameters ***
KindOf = STRUCTURE IMMOBILE CAN_CAST_REFLECTIONS WALK_ON_TOP_OF_WALL CHUNK_VENDOR NOT_AUTOACQUIRABLE
RadarPriority = STRUCTURE
Body = ImmortalBody ModuleTag_03
MaxHealth = 1
End
; Note that structures with "RUBBLE" states should not use DestroyDie; such buildings are
; never truly destroyed, even when reduced to zero health. Also note that garrisonable
; buildings automatically stick around because GarrisonContain has it's own DieModule
Behavior = SlowDeathBehavior ModuleTag_SlowDeathWithoutRubble
DestructionDelay = 4000
End
Behavior = AttributeModifierAuraUpdate ModuleTag_WallBonus
StartsActive = Yes ;If no, requires upgrade to turn on.
BonusName = WallBonus
RefreshDelay = 2000
;Range = 120 ; Range is overridden to affect people on us since we are a wall
;TargetEnemy = Yes ; Alliances are ignored to affect people on us since we are a wall
End
Geometry = BOX
GeometryMajorRadius = 72.8
GeometryMinorRadius = 76.0
GeometryHeight = 65.6
GeometryIsSmall = No
;GeometryRotationAnchorOffset = X:1037.871 Y:0
Shadow = SHADOW_VOLUME
GeometryContactPoint = X:-60 Y:-60 Z:60
GeometryContactPoint = X:60 Y:-60 Z:60
GeometryContactPoint = X:60 Y:60 Z:60
GeometryContactPoint = X:-60 Y:60 Z:60
GeometryContactPoint = X:0 Y:0 Z:60 Grab
End
;------------------------------------------------------------
;------------------------------------------------------------
Object OsgiliathBridgeLeft
SelectPortrait = BPGOsgiliath
; *** ART Parameters ***
Draw = W3DScriptedModelDraw ModuleTag_01
OkToChangeModelColor = Yes
StaticModelLODMode = yes
DefaultModelConditionState
Model = OSBridgeL
End
RampMesh1 = OSBridgeLPTop
End
; *** AUDIO Parameters ***
SoundOnDamaged = BuildingLightDamageStone
SoundOnReallyDamaged = BuildingHeavyDamageStone
; ***DESIGN parameters ***
DisplayName = OBJECT:Bridge
EditorSorting = STRUCTURE
ArmorSet
Conditions = None
Armor = NoArmor
DamageFX = None
End
; *** ENGINEERING Parameters ***
KindOf = STRUCTURE IMMOBILE CAN_CAST_REFLECTIONS WALK_ON_TOP_OF_WALL CHUNK_VENDOR NOT_AUTOACQUIRABLE
RadarPriority = STRUCTURE
Body = ImmortalBody ModuleTag_03
MaxHealth = 1
End
; Note that structures with "RUBBLE" states should not use DestroyDie; such buildings are
; never truly destroyed, even when reduced to zero health. Also note that garrisonable
; buildings automatically stick around because GarrisonContain has it's own DieModule
Behavior = SlowDeathBehavior ModuleTag_SlowDeathWithoutRubble
DestructionDelay = 5000
End
Behavior = AttributeModifierAuraUpdate ModuleTag_WallBonus
StartsActive = Yes ;If no, requires upgrade to turn on.
BonusName = WallBonus
RefreshDelay = 2000
;Range = 120 ; Range is overridden to affect people on us since we are a wall
;TargetEnemy = Yes ; Alliances are ignored to affect people on us since we are a wall
End
Geometry = BOX
GeometryMajorRadius = 61.6
GeometryMinorRadius = 104.8
GeometryHeight = 40.0
GeometryIsSmall = No
;GeometryRotationAnchorOffset = X:1037.871 Y:0
Shadow = SHADOW_VOLUME
; left side contact points
GeometryContactPoint = X:-65 Y:-105 Z:0 Grab
GeometryContactPoint = X:-60 Y:-105 Z:0
GeometryContactPoint = X:-60 Y:-50 Z:25
GeometryContactPoint = X:-65 Y:20 Z:0 Grab
GeometryContactPoint = X:-60 Y:20 Z:0
GeometryContactPoint = X:-60 Y:100 Z:40
; right side contact points
GeometryContactPoint = X:60 Y:100 Z:40
GeometryContactPoint = X:60 Y:20 Z:0
GeometryContactPoint = X:65 Y:20 Z:0 Grab
GeometryContactPoint = X:60 Y:-50 Z:25
GeometryContactPoint = X:60 Y:-105 Z:0
GeometryContactPoint = X:65 Y:-105 Z:0 Grab
End
;------------------------------------------------------------
;------------------------------------------------------------
Object OsgiliathBridgeRight
SelectPortrait = BPGOsgiliath
; *** ART Parameters ***
Draw = W3DScriptedModelDraw ModuleTag_01
OkToChangeModelColor = Yes
StaticModelLODMode = yes
DefaultModelConditionState
Model = OSBridgeR
End
RampMesh1 = OSBridgeRPTop
End
; *** AUDIO Parameters ***
SoundOnDamaged = BuildingLightDamageStone
SoundOnReallyDamaged = BuildingHeavyDamageStone
; ***DESIGN parameters ***
DisplayName = OBJECT:Bridge
EditorSorting = STRUCTURE
ArmorSet
Conditions = None
Armor = NoArmor
DamageFX = None
End
; *** ENGINEERING Parameters ***
KindOf = STRUCTURE IMMOBILE CAN_CAST_REFLECTIONS WALK_ON_TOP_OF_WALL CHUNK_VENDOR NOT_AUTOACQUIRABLE
RadarPriority = STRUCTURE
Body = ImmortalBody ModuleTag_03
MaxHealth = 1
End
; Note that structures with "RUBBLE" states should not use DestroyDie; such buildings are
; never truly destroyed, even when reduced to zero health. Also note that garrisonable
; buildings automatically stick around because GarrisonContain has it's own DieModule
Behavior = SlowDeathBehavior ModuleTag_SlowDeathWithoutRubble
DestructionDelay = 3000
End
Behavior = AttributeModifierAuraUpdate ModuleTag_WallBonus
StartsActive = Yes ;If no, requires upgrade to turn on.
BonusName = WallBonus
RefreshDelay = 2000
;Range = 120 ; Range is overridden to affect people on us since we are a wall
;TargetEnemy = Yes ; Alliances are ignored to affect people on us since we are a wall
End
; need to approximate the ramp geometry here, otherwise treb projectiles explode in mid air
Geometry = BOX
GeometryMajorRadius = 61.6
GeometryMinorRadius = 26.2
GeometryHeight = 10.0
GeometryIsSmall = No
GeometryOffset = X:0 Y:78.6 Z:0
AdditionalGeometry = BOX
GeometryMajorRadius = 61.6
GeometryMinorRadius = 26.2
GeometryHeight = 20.0
GeometryIsSmall = No
GeometryOffset = X:0 Y:26.2 Z:0
AdditionalGeometry = BOX
GeometryMajorRadius = 61.6
GeometryMinorRadius = 26.2
GeometryHeight = 30.0
GeometryIsSmall = No
GeometryOffset = X:0 Y:-26.2 Z:0
AdditionalGeometry = BOX
GeometryMajorRadius = 61.6
GeometryMinorRadius = 26.2
GeometryHeight = 40.0
GeometryIsSmall = No
GeometryOffset = X:0 Y:-78.6 Z:0
;GeometryRotationAnchorOffset = X:1037.871 Y:0
Shadow = SHADOW_VOLUME
; left side contact points
GeometryContactPoint = X:-65 Y:105 Z:0 Grab
GeometryContactPoint = X:-60 Y:105 Z:0
GeometryContactPoint = X:-60 Y:50 Z:25
GeometryContactPoint = X:-65 Y:-20 Z:0 Grab
GeometryContactPoint = X:-60 Y:-20 Z:0
GeometryContactPoint = X:-60 Y:-100 Z:40
; right side contact points
GeometryContactPoint = X:60 Y:-100 Z:40
GeometryContactPoint = X:60 Y:-20 Z:0
GeometryContactPoint = X:65 Y:-20 Z:0 Grab
GeometryContactPoint = X:60 Y:50 Z:25
GeometryContactPoint = X:60 Y:105 Z:0
GeometryContactPoint = X:65 Y:105 Z:0 Grab
End
;------------------------------------------------------------
;------------------------------------------------------------
;------------------------------------------------------------
Object OsgiliathBridge2Center
SelectPortrait = BPGOsgiliath
; *** ART Parameters ***
Draw = W3DScriptedModelDraw ModuleTag_01
OkToChangeModelColor = Yes
StaticModelLODMode = yes
DefaultModelConditionState
Model = OSBridge2C
End
WallBoundsMesh = OSBridgeCPTop
; RampMesh1 = OSBridgeCPTop
End
; *** AUDIO Parameters ***
SoundOnDamaged = BuildingLightDamageStone
SoundOnReallyDamaged = BuildingHeavyDamageStone
; ***DESIGN parameters ***
DisplayName = OBJECT:Bridge
EditorSorting = STRUCTURE
ArmorSet
Conditions = None
Armor = NoArmor
DamageFX = None
End
; *** ENGINEERING Parameters ***
KindOf = STRUCTURE IMMOBILE CAN_CAST_REFLECTIONS WALK_ON_TOP_OF_WALL CHUNK_VENDOR NOT_AUTOACQUIRABLE
RadarPriority = STRUCTURE
Body = ImmortalBody ModuleTag_03
MaxHealth = 1
End
; Note that structures with "RUBBLE" states should not use DestroyDie; such buildings are
; never truly destroyed, even when reduced to zero health. Also note that garrisonable
; buildings automatically stick around because GarrisonContain has it's own DieModule
Behavior = SlowDeathBehavior ModuleTag_SlowDeathWithoutRubble
DestructionDelay = 4000
End
Behavior = AttributeModifierAuraUpdate ModuleTag_WallBonus
StartsActive = Yes ;If no, requires upgrade to turn on.
BonusName = WallBonus
RefreshDelay = 2000
;Range = 120 ; Range is overridden to affect people on us since we are a wall
;TargetEnemy = Yes ; Alliances are ignored to affect people on us since we are a wall
End
Geometry = BOX
GeometryMajorRadius = 72.8
GeometryMinorRadius = 76.0
GeometryHeight = 65.6
GeometryIsSmall = No
;GeometryRotationAnchorOffset = X:1037.871 Y:0
Shadow = SHADOW_VOLUME
GeometryContactPoint = X:-60 Y:-60 Z:60
GeometryContactPoint = X:60 Y:-60 Z:60
GeometryContactPoint = X:60 Y:60 Z:60
GeometryContactPoint = X:-60 Y:60 Z:60
GeometryContactPoint = X:0 Y:0 Z:60 Grab
End
;------------------------------------------------------------
;------------------------------------------------------------
Object OsgiliathBridge2Left
SelectPortrait = BPGOsgiliath
; *** ART Parameters ***
Draw = W3DScriptedModelDraw ModuleTag_01
OkToChangeModelColor = Yes
StaticModelLODMode = yes
DefaultModelConditionState
Model = OSBridge2L
End
RampMesh1 = OSBridgeLPTop
End
; *** AUDIO Parameters ***
SoundOnDamaged = BuildingLightDamageStone
SoundOnReallyDamaged = BuildingHeavyDamageStone
; ***DESIGN parameters ***
DisplayName = OBJECT:Bridge
EditorSorting = STRUCTURE
ArmorSet
Conditions = None
Armor = NoArmor
DamageFX = None
End
; *** ENGINEERING Parameters ***
KindOf = STRUCTURE IMMOBILE CAN_CAST_REFLECTIONS WALK_ON_TOP_OF_WALL CHUNK_VENDOR NOT_AUTOACQUIRABLE
RadarPriority = STRUCTURE
Body = ImmortalBody ModuleTag_03
MaxHealth = 1
End
; Note that structures with "RUBBLE" states should not use DestroyDie; such buildings are
; never truly destroyed, even when reduced to zero health. Also note that garrisonable
; buildings automatically stick around because GarrisonContain has it's own DieModule
Behavior = SlowDeathBehavior ModuleTag_SlowDeathWithoutRubble
DestructionDelay = 5000
End
Behavior = AttributeModifierAuraUpdate ModuleTag_WallBonus
StartsActive = Yes ;If no, requires upgrade to turn on.
BonusName = WallBonus
RefreshDelay = 2000
;Range = 120 ; Range is overridden to affect people on us since we are a wall
;TargetEnemy = Yes ; Alliances are ignored to affect people on us since we are a wall
End
Geometry = BOX
GeometryMajorRadius = 61.6
GeometryMinorRadius = 104.8
GeometryHeight = 40.0
GeometryIsSmall = No
;GeometryRotationAnchorOffset = X:1037.871 Y:0
Shadow = SHADOW_VOLUME
; left side contact points
GeometryContactPoint = X:-65 Y:-105 Z:0 Grab
GeometryContactPoint = X:-60 Y:-105 Z:0
GeometryContactPoint = X:-60 Y:-50 Z:25
GeometryContactPoint = X:-65 Y:20 Z:0 Grab
GeometryContactPoint = X:-60 Y:20 Z:0
GeometryContactPoint = X:-60 Y:100 Z:40
; right side contact points
GeometryContactPoint = X:60 Y:100 Z:40
GeometryContactPoint = X:60 Y:20 Z:0
GeometryContactPoint = X:65 Y:20 Z:0 Grab
GeometryContactPoint = X:60 Y:-50 Z:25
GeometryContactPoint = X:60 Y:-105 Z:0
GeometryContactPoint = X:65 Y:-105 Z:0 Grab
End
;------------------------------------------------------------
;------------------------------------------------------------
Object OsgiliathBridge2Right
SelectPortrait = BPGOsgiliath
; *** ART Parameters ***
Draw = W3DScriptedModelDraw ModuleTag_01
OkToChangeModelColor = Yes
StaticModelLODMode = yes
DefaultModelConditionState
Model = OSBridge2R
End
RampMesh1 = OSBridgeRPTop
End
; *** AUDIO Parameters ***
SoundOnDamaged = BuildingLightDamageStone
SoundOnReallyDamaged = BuildingHeavyDamageStone
; ***DESIGN parameters ***
DisplayName = OBJECT:Bridge
EditorSorting = STRUCTURE
ArmorSet
Conditions = None
Armor = NoArmor
DamageFX = None
End
; *** ENGINEERING Parameters ***
KindOf = STRUCTURE IMMOBILE CAN_CAST_REFLECTIONS WALK_ON_TOP_OF_WALL CHUNK_VENDOR NOT_AUTOACQUIRABLE
RadarPriority = STRUCTURE
Body = ImmortalBody ModuleTag_03
MaxHealth = 1
End
; Note that structures with "RUBBLE" states should not use DestroyDie; such buildings are
; never truly destroyed, even when reduced to zero health. Also note that garrisonable
; buildings automatically stick around because GarrisonContain has it's own DieModule
Behavior = SlowDeathBehavior ModuleTag_SlowDeathWithoutRubble
DestructionDelay = 3000
End
Behavior = AttributeModifierAuraUpdate ModuleTag_WallBonus
StartsActive = Yes ;If no, requires upgrade to turn on.
BonusName = WallBonus
RefreshDelay = 2000
;Range = 120 ; Range is overridden to affect people on us since we are a wall
;TargetEnemy = Yes ; Alliances are ignored to affect people on us since we are a wall
End
; need to approximate the ramp geometry here, otherwise treb projectiles explode in mid air
Geometry = BOX
GeometryMajorRadius = 110 ;61.6
GeometryMinorRadius = 26.2
GeometryHeight = 10.0
GeometryIsSmall = No
GeometryOffset = X:0 Y:78.6 Z:0
AdditionalGeometry = BOX
GeometryMajorRadius = 110 ;61.6
GeometryMinorRadius = 26.2
GeometryHeight = 20.0
GeometryIsSmall = No
GeometryOffset = X:0 Y:26.2 Z:0
AdditionalGeometry = BOX
GeometryMajorRadius = 110 ;61.6
GeometryMinorRadius = 26.2
GeometryHeight = 30.0
GeometryIsSmall = No
GeometryOffset = X:0 Y:-26.2 Z:0
AdditionalGeometry = BOX
GeometryMajorRadius = 110 ;61.6
GeometryMinorRadius = 26.2
GeometryHeight = 40.0
GeometryIsSmall = No
GeometryOffset = X:0 Y:-78.6 Z:0
;GeometryRotationAnchorOffset = X:1037.871 Y:0
Shadow = SHADOW_VOLUME
; left side contact points
GeometryContactPoint = X:-65 Y:105 Z:0 Grab
GeometryContactPoint = X:-60 Y:105 Z:0
GeometryContactPoint = X:-60 Y:50 Z:25
GeometryContactPoint = X:-65 Y:-20 Z:0 Grab
GeometryContactPoint = X:-60 Y:-20 Z:0
GeometryContactPoint = X:-60 Y:-100 Z:40
; right side contact points
GeometryContactPoint = X:60 Y:-100 Z:40
GeometryContactPoint = X:60 Y:-20 Z:0
GeometryContactPoint = X:65 Y:-20 Z:0 Grab
GeometryContactPoint = X:60 Y:50 Z:25
GeometryContactPoint = X:60 Y:105 Z:0
GeometryContactPoint = X:65 Y:105 Z:0 Grab
End
;------------------------------------------------------------------------------------------------
;------------------------------------------------------------------------------------------------
; ADDING SNOWY VERSIONS OF OSGILIATH RUINS
;------------------------------------------------------------------------------------------------
;------------------------------------------------------------------------------------------------
;------------------------------------------------------------
Object OsgiliathPillar01Snow
SelectPortrait = BPGOsgiliath
; *** ART Parameters ***
Draw = W3DScriptedModelDraw ModuleTag_01
OkToChangeModelColor = Yes
StaticModelLODMode = yes
DefaultModelConditionState
Model = OSPillarSn01
End
; WallBoundsMesh = GBMTWallAPTop
End
; *** AUDIO Parameters ***
SoundOnDamaged = BuildingLightDamageStone
SoundOnReallyDamaged = BuildingHeavyDamageStone
; ***DESIGN parameters ***
DisplayName = OBJECT:Pillar
EditorSorting = STRUCTURE
ArmorSet
Conditions = None
Armor = NoArmor
DamageFX = None
End
; *** ENGINEERING Parameters ***
KindOf = STRUCTURE IMMOBILE CAN_CAST_REFLECTIONS
RadarPriority = STRUCTURE
Body = ActiveBody ModuleTag_03
MaxHealth = 2000.0
End
Behavior = SlowDeathBehavior ModuleTag_SlowDeathWithoutRubble
DestructionDelay = 2100
End
Geometry = BOX
GeometryMajorRadius = 19.2
GeometryMinorRadius = 8.40
GeometryHeight = 6.4
GeometryIsSmall = No
Shadow = SHADOW_VOLUME
End
;------------------------------------------------------------
;------------------------------------------------------------
Object OsgiliathPillar02Snow
SelectPortrait = BPGOsgiliath
; *** ART Parameters ***
Draw = W3DScriptedModelDraw ModuleTag_01
OkToChangeModelColor = Yes
StaticModelLODMode = yes
DefaultModelConditionState
Model = OSPillarSn02
End
; WallBoundsMesh = GBMTWallAPTop
End
; *** AUDIO Parameters ***
SoundOnDamaged = BuildingLightDamageStone
SoundOnReallyDamaged = BuildingHeavyDamageStone
; ***DESIGN parameters ***
DisplayName = OBJECT:Pillar
EditorSorting = STRUCTURE
ArmorSet
Conditions = None
Armor = NoArmor
DamageFX = None
End
; *** ENGINEERING Parameters ***
KindOf = STRUCTURE IMMOBILE CAN_CAST_REFLECTIONS
RadarPriority = STRUCTURE
Body = ActiveBody ModuleTag_03
MaxHealth = 2000.0
End
Behavior = SlowDeathBehavior ModuleTag_SlowDeathWithoutRubble
DestructionDelay = 2100
End
Geometry = BOX
GeometryMajorRadius = 8.40
GeometryMinorRadius = 15.2
GeometryHeight = 28.8
GeometryIsSmall = No
;GeometryRotationAnchorOffset = X:1037.871 Y:0
Shadow = SHADOW_VOLUME
End
;------------------------------------------------------------
;------------------------------------------------------------
Object OsgiliathRuin01Snow
SelectPortrait = BPGOsgiliath
; *** ART Parameters ***
Draw = W3DScriptedModelDraw ModuleTag_01
OkToChangeModelColor = Yes
StaticModelLODMode = yes
DefaultModelConditionState
Model = OSBruinSn01
End
; WallBoundsMesh = GBMTWallAPTop
ModelConditionState = DAMAGED
Model = OSBruin01_D1
ParticleSysBone DUSTBONE01 FireBuildingSmall
ParticleSysBone DUSTBONE02 FireBuildingSmall
ParticleSysBone DUSTBONE03 FireBuildingSmall
ParticleSysBone FireMedium01 FireBuildingMedium
ParticleSysBone FireMedium02 FireBuildingMedium
ParticleSysBone FireLarge01 FireBuildingLarge
ParticleSysBone SmokeLarge01 SmokeBuildingLarge
End
ModelConditionState = REALLYDAMAGED
Model = OSBruin01_D2
ParticleSysBone DUSTBONE01 FireBuildingSmall
ParticleSysBone DUSTBONE02 FireBuildingSmall
ParticleSysBone DUSTBONE03 FireBuildingSmall
ParticleSysBone FireMedium01 FireBuildingMedium
ParticleSysBone FireMedium02 FireBuildingMedium
ParticleSysBone FireLarge01 FireBuildingLarge
End
ModelConditionState = RUBBLE
Model = OSBruin01_D2
ParticleSysBone SmokeLarge01 SmokeBuildingLarge
End
ModelConditionState = POST_RUBBLE
Model = None
ParticleSysBone NONE SmokeBuildingMediumRubble
End
ModelConditionState = POST_COLLAPSE
Model = None
ParticleSysBone NONE SmokeBuildingMediumRubble
End
End
; *** AUDIO Parameters ***
SoundOnDamaged = BuildingLightDamageStone
SoundOnReallyDamaged = BuildingHeavyDamageStone
; ***DESIGN parameters ***
DisplayName = OBJECT:Ruins
EditorSorting = STRUCTURE
ArmorSet
Conditions = None
Armor = NoArmor
DamageFX = None
End
; *** ENGINEERING Parameters ***
KindOf = STRUCTURE IMMOBILE CAN_CAST_REFLECTIONS
RadarPriority = STRUCTURE
Body = ActiveBody ModuleTag_03
MaxHealth = 2000.0
MaxHealthDamaged = 1500.0
MaxHealthReallyDamaged = 1000.0
End
Behavior = SlowDeathBehavior ModuleTag_SlowDeathWithoutRubble
DestructionDelay = 3000
End
Behavior = StructureCollapseUpdate ModuleTag_04
MinCollapseDelay = 000
MaxCollapseDelay = 000
CollapseDamping = .5
MaxShudder = 0.6
MinBurstDelay = 250
MaxBurstDelay = 800
BigBurstFrequency = 4
FXList = INITIAL FX_StructureMediumCollapse
End
Geometry = BOX
GeometryMajorRadius = 40.0
GeometryMinorRadius = 42.4
GeometryHeight = 72.8
GeometryIsSmall = No
;GeometryRotationAnchorOffset = X:1037.871 Y:0
Shadow = SHADOW_VOLUME
End
;------------------------------------------------------------
;------------------------------------------------------------
Object OsgiliathRuin02Snow
SelectPortrait = BPGOsgiliath
; *** ART Parameters ***
Draw = W3DScriptedModelDraw ModuleTag_01
OkToChangeModelColor = Yes
StaticModelLODMode = yes
DefaultModelConditionState
Model = OSBruinSn02
End
; WallBoundsMesh = GBMTWallAPTop
ModelConditionState = DAMAGED
Model = OSBruin02_D1
ParticleSysBone DUSTBONE01 FireBuildingSmall
ParticleSysBone DUSTBONE02 FireBuildingSmall
ParticleSysBone DUSTBONE03 FireBuildingSmall
ParticleSysBone FireMedium01 FireBuildingMedium
ParticleSysBone FireMedium02 FireBuildingMedium
ParticleSysBone FireLarge01 FireBuildingLarge
ParticleSysBone SmokeLarge01 SmokeBuildingLarge
End
ModelConditionState = REALLYDAMAGED
Model = OSBruin02_D2
ParticleSysBone DUSTBONE01 FireBuildingSmall
ParticleSysBone DUSTBONE02 FireBuildingSmall
ParticleSysBone DUSTBONE03 FireBuildingSmall
ParticleSysBone FireMedium01 FireBuildingMedium
ParticleSysBone FireMedium02 FireBuildingMedium
ParticleSysBone FireLarge01 FireBuildingLarge
End
ModelConditionState = RUBBLE
Model = OSBruin02_D2
ParticleSysBone SmokeLarge01 SmokeBuildingLarge
End
ModelConditionState = POST_RUBBLE
Model = None
ParticleSysBone NONE SmokeBuildingMediumRubble
End
ModelConditionState = POST_COLLAPSE
Model = None
ParticleSysBone NONE SmokeBuildingMediumRubble
End
End
; *** AUDIO Parameters ***
SoundOnDamaged = BuildingLightDamageStone
SoundOnReallyDamaged = BuildingHeavyDamageStone
; ***DESIGN parameters ***
DisplayName = OBJECT:Ruins
EditorSorting = STRUCTURE
ArmorSet
Conditions = None
Armor = NoArmor
DamageFX = None
End
; *** ENGINEERING Parameters ***
KindOf = STRUCTURE IMMOBILE CAN_CAST_REFLECTIONS
RadarPriority = STRUCTURE
Body = ActiveBody ModuleTag_03
MaxHealth = 2000.0
MaxHealthDamaged = 1500.0
MaxHealthReallyDamaged = 1000.0
End
Behavior = SlowDeathBehavior ModuleTag_SlowDeathWithoutRubble
DestructionDelay = 4000
End
Behavior = StructureCollapseUpdate ModuleTag_04
MinCollapseDelay = 000
MaxCollapseDelay = 000
CollapseDamping = .5
MaxShudder = 0.6
MinBurstDelay = 250
MaxBurstDelay = 800
BigBurstFrequency = 4
FXList = INITIAL FX_StructureMediumCollapse
OCL = INITIAL OCL_StructureRubblePileLarge ; creates a rising pile of debris halfway-done
End
Geometry = BOX
GeometryMajorRadius = 40.0
GeometryMinorRadius = 30.4
GeometryHeight = 51.2
GeometryIsSmall = No
;GeometryRotationAnchorOffset = X:1037.871 Y:0
Shadow = SHADOW_VOLUME
End
;------------------------------------------------------------
;------------------------------------------------------------
Object OsgiliathRuin03Snow
SelectPortrait = BPGOsgiliath
; *** ART Parameters ***
Draw = W3DScriptedModelDraw ModuleTag_01
OkToChangeModelColor = Yes
StaticModelLODMode = yes
DefaultModelConditionState
Model = OSBruinSn03
End
; WallBoundsMesh = GBMTWallAPTop
; ---------- destruction states
ModelConditionState = DAMAGED
Model = OSBruin03_D1
ParticleSysBone DUSTBONE01 FireBuildingSmall
ParticleSysBone DUSTBONE02 FireBuildingSmall
ParticleSysBone DUSTBONE03 FireBuildingSmall
ParticleSysBone FireMedium01 FireBuildingMedium
ParticleSysBone FireMedium02 FireBuildingMedium
ParticleSysBone FireLarge01 FireBuildingLarge
ParticleSysBone SmokeLarge01 SmokeBuildingLarge
End
ModelConditionState = REALLYDAMAGED
Model = OSBruin03_D1
ParticleSysBone DUSTBONE01 FireBuildingSmall
ParticleSysBone DUSTBONE02 FireBuildingSmall
ParticleSysBone DUSTBONE03 FireBuildingSmall
ParticleSysBone FireMedium01 FireBuildingMedium
ParticleSysBone FireMedium02 FireBuildingMedium
ParticleSysBone FireLarge01 FireBuildingLarge
End
ModelConditionState = RUBBLE
Model = OSBruin03_D1
ParticleSysBone SmokeLarge01 SmokeBuildingLarge
End
ModelConditionState = POST_RUBBLE
Model = None
ParticleSysBone NONE SmokeBuildingMediumRubble
End
ModelConditionState = POST_COLLAPSE
Model = None
ParticleSysBone NONE SmokeBuildingMediumRubble
End
End
; *** AUDIO Parameters ***
SoundOnDamaged = BuildingLightDamageStone
SoundOnReallyDamaged = BuildingHeavyDamageStone
; ***DESIGN parameters ***
DisplayName = OBJECT:Ruins
EditorSorting = STRUCTURE
ArmorSet
Conditions = None
Armor = NoArmor
DamageFX = None
End
; *** ENGINEERING Parameters ***
KindOf = STRUCTURE IMMOBILE CAN_CAST_REFLECTIONS
RadarPriority = STRUCTURE
Body = ActiveBody ModuleTag_03
MaxHealth = 2000.0
MaxHealthDamaged = 1500.0
MaxHealthReallyDamaged = 1000.0
End
Behavior = SlowDeathBehavior ModuleTag_SlowDeathWithoutRubble
DestructionDelay = 3000
End
Behavior = StructureCollapseUpdate ModuleTag_04
MinCollapseDelay = 000
MaxCollapseDelay = 000
CollapseDamping = .5
MaxShudder = 0.6
MinBurstDelay = 250
MaxBurstDelay = 800
BigBurstFrequency = 4
FXList = INITIAL FX_StructureMediumCollapse
OCL = INITIAL OCL_StructureRubblePileLarge ; creates a rising pile of debris halfway-done
End
Geometry = BOX
GeometryMajorRadius = 6.8
GeometryMinorRadius = 53.80
GeometryHeight = 40.8
GeometryIsSmall = No
GeometryOffset = X:7 Y:-19 Z:0
AdditionalGeometry = BOX
GeometryMajorRadius = 54.0
GeometryMinorRadius = 6.0
GeometryHeight = 35.0
GeometryOffset = X:8 Y:28 Z:0
;GeometryRotationAnchorOffset = X:1037.871 Y:0
Shadow = SHADOW_VOLUME
End
;------------------------------------------------------------
;------------------------------------------------------------
Object OsgiliathRuin04Snow
SelectPortrait = BPGOsgiliath
; *** ART Parameters ***
Draw = W3DScriptedModelDraw ModuleTag_01
OkToChangeModelColor = Yes
StaticModelLODMode = yes
DefaultModelConditionState
Model = OSBruinSn04
End
; WallBoundsMesh = GBMTWallAPTop
; ---------- destruction states
ModelConditionState = DAMAGED
Model = OSBruin04_D1
ParticleSysBone DUSTBONE01 FireBuildingSmall
ParticleSysBone DUSTBONE02 FireBuildingSmall
ParticleSysBone DUSTBONE03 FireBuildingSmall
ParticleSysBone FireMedium01 FireBuildingMedium
ParticleSysBone FireMedium02 FireBuildingMedium
ParticleSysBone FireLarge01 FireBuildingLarge
ParticleSysBone SmokeLarge01 SmokeBuildingLarge
End
ModelConditionState = REALLYDAMAGED
Model = OSBruin04_D1
ParticleSysBone DUSTBONE01 FireBuildingSmall
ParticleSysBone DUSTBONE02 FireBuildingSmall
ParticleSysBone DUSTBONE03 FireBuildingSmall
ParticleSysBone FireMedium01 FireBuildingMedium
ParticleSysBone FireMedium02 FireBuildingMedium
ParticleSysBone FireLarge01 FireBuildingLarge
End
ModelConditionState = RUBBLE
Model = OSBruin04_D1
ParticleSysBone SmokeLarge01 SmokeBuildingLarge
End
ModelConditionState = POST_RUBBLE
Model = None
ParticleSysBone NONE SmokeBuildingMediumRubble
End
ModelConditionState = POST_COLLAPSE
Model = None
ParticleSysBone NONE SmokeBuildingMediumRubble
End
End
; *** AUDIO Parameters ***
SoundOnDamaged = BuildingLightDamageStone
SoundOnReallyDamaged = BuildingHeavyDamageStone
; ***DESIGN parameters ***
DisplayName = OBJECT:Ruins
EditorSorting = STRUCTURE
ArmorSet
Conditions = None
Armor = NoArmor
DamageFX = None
End
; *** ENGINEERING Parameters ***
KindOf = STRUCTURE IMMOBILE CAN_CAST_REFLECTIONS
RadarPriority = STRUCTURE
Body = ActiveBody ModuleTag_03
MaxHealth = 2000.0
MaxHealthDamaged = 1500.0
MaxHealthReallyDamaged = 1000.0
End
Behavior = SlowDeathBehavior ModuleTag_SlowDeathWithoutRubble
DestructionDelay = 3000
End
Behavior = StructureCollapseUpdate ModuleTag_04
MinCollapseDelay = 000
MaxCollapseDelay = 000
CollapseDamping = .5
MaxShudder = 0.6
MinBurstDelay = 250
MaxBurstDelay = 800
BigBurstFrequency = 4
FXList = INITIAL FX_StructureMediumCollapse
OCL = INITIAL OCL_StructureRubblePileLarge ; creates a rising pile of debris halfway-done
End
Geometry = BOX
GeometryMajorRadius = 33.20
GeometryMinorRadius = 28.40
GeometryHeight = 51.2
GeometryIsSmall = No
;GeometryRotationAnchorOffset = X:1037.871 Y:0
Shadow = SHADOW_VOLUME
End
;------------------------------------------------------------
;------------------------------------------------------------
Object OsgiliathRuin05Snow
SelectPortrait = BPGOsgiliath
; *** ART Parameters ***
Draw = W3DScriptedModelDraw ModuleTag_01
OkToChangeModelColor = Yes
StaticModelLODMode = yes
DefaultModelConditionState
Model = OSBruinSn05
End
; WallBoundsMesh = GBMTWallAPTop
; ---------- destruction states
ModelConditionState = DAMAGED
Model = OSBruin05_D1
ParticleSysBone DUSTBONE01 FireBuildingSmall
ParticleSysBone DUSTBONE02 FireBuildingSmall
ParticleSysBone DUSTBONE03 FireBuildingSmall
ParticleSysBone FireMedium01 FireBuildingMedium
ParticleSysBone FireMedium02 FireBuildingMedium
ParticleSysBone FireLarge01 FireBuildingLarge
ParticleSysBone SmokeLarge01 SmokeBuildingLarge
End
ModelConditionState = REALLYDAMAGED
Model = OSBruin05_D2
ParticleSysBone DUSTBONE01 FireBuildingSmall
ParticleSysBone DUSTBONE02 FireBuildingSmall
ParticleSysBone DUSTBONE03 FireBuildingSmall
ParticleSysBone FireMedium01 FireBuildingMedium
ParticleSysBone FireMedium02 FireBuildingMedium
ParticleSysBone FireLarge01 FireBuildingLarge
End
ModelConditionState = RUBBLE
Model = OSBruin05_D2
ParticleSysBone SmokeLarge01 SmokeBuildingLarge
End
ModelConditionState = POST_RUBBLE
Model = None
ParticleSysBone NONE SmokeBuildingMediumRubble
End
ModelConditionState = POST_COLLAPSE
Model = None
ParticleSysBone NONE SmokeBuildingMediumRubble
End
End
; *** AUDIO Parameters ***
SoundOnDamaged = BuildingLightDamageStone
SoundOnReallyDamaged = BuildingHeavyDamageStone
; ***DESIGN parameters ***
DisplayName = OBJECT:Ruins
EditorSorting = STRUCTURE
ArmorSet
Conditions = None
Armor = NoArmor
DamageFX = None
End
; *** ENGINEERING Parameters ***
KindOf = STRUCTURE IMMOBILE CAN_CAST_REFLECTIONS
RadarPriority = STRUCTURE
Body = ActiveBody ModuleTag_03
MaxHealth = 2000.0
MaxHealthDamaged = 1500.0
MaxHealthReallyDamaged = 1000.0
End
; Note that structures with "RUBBLE" states should not use DestroyDie; such buildings are
; never truly destroyed, even when reduced to zero health. Also note that garrisonable
; buildings automatically stick around because GarrisonContain has it's own DieModule
Behavior = SlowDeathBehavior ModuleTag_SlowDeathWithoutRubble
DestructionDelay = 3000
End
Behavior = StructureCollapseUpdate ModuleTag_04
MinCollapseDelay = 000
MaxCollapseDelay = 000
CollapseDamping = .5
MaxShudder = 0.6
MinBurstDelay = 250
MaxBurstDelay = 800
BigBurstFrequency = 4
FXList = INITIAL FX_StructureMediumCollapse
OCL = INITIAL OCL_StructureRubblePileLarge ; creates a rising pile of debris halfway-done
End
Geometry = BOX
GeometryMajorRadius = 33.6
GeometryMinorRadius = 9.20
GeometryHeight = 32.0
GeometryIsSmall = No
;GeometryRotationAnchorOffset = X:1037.871 Y:0
Shadow = SHADOW_VOLUME
End
;------------------------------------------------------------
;------------------------------------------------------------
Object OsgiliathRuin06Snow
SelectPortrait = BPGOsgiliath
; *** ART Parameters ***
Draw = W3DScriptedModelDraw ModuleTag_01
OkToChangeModelColor = Yes
StaticModelLODMode = yes
DefaultModelConditionState
Model = OSBruinSn06
End
; WallBoundsMesh = GBMTWallAPTop
; ---------- destruction states
ModelConditionState = DAMAGED
Model = OSBruin06_D1
ParticleSysBone DUSTBONE01 FireBuildingSmall
ParticleSysBone DUSTBONE02 FireBuildingSmall
ParticleSysBone DUSTBONE03 FireBuildingSmall
ParticleSysBone FireMedium01 FireBuildingMedium
ParticleSysBone FireMedium02 FireBuildingMedium
ParticleSysBone FireLarge01 FireBuildingLarge
ParticleSysBone SmokeLarge01 SmokeBuildingLarge
End
ModelConditionState = REALLYDAMAGED
Model = OSBruin06_D2
ParticleSysBone DUSTBONE01 FireBuildingSmall
ParticleSysBone DUSTBONE02 FireBuildingSmall
ParticleSysBone DUSTBONE03 FireBuildingSmall
ParticleSysBone FireMedium01 FireBuildingMedium
ParticleSysBone FireMedium02 FireBuildingMedium
ParticleSysBone FireLarge01 FireBuildingLarge
End
ModelConditionState = RUBBLE
Model = OSBruin06_D2
ParticleSysBone SmokeLarge01 SmokeBuildingLarge
End
ModelConditionState = POST_RUBBLE
Model = None
ParticleSysBone NONE SmokeBuildingMediumRubble
End
ModelConditionState = POST_COLLAPSE
Model = None
ParticleSysBone NONE SmokeBuildingMediumRubble
End
End
; *** AUDIO Parameters ***
SoundOnDamaged = BuildingLightDamageStone
SoundOnReallyDamaged = BuildingHeavyDamageStone
; ***DESIGN parameters ***
DisplayName = OBJECT:Ruins
EditorSorting = STRUCTURE
ArmorSet
Conditions = None
Armor = NoArmor
DamageFX = None
End
; *** ENGINEERING Parameters ***
KindOf = STRUCTURE IMMOBILE CAN_CAST_REFLECTIONS
RadarPriority = STRUCTURE
Body = ActiveBody ModuleTag_03
MaxHealth = 2000.0
MaxHealthDamaged = 1500.0
MaxHealthReallyDamaged = 1000.0
End
; Note that structures with "RUBBLE" states should not use DestroyDie; such buildings are
; never truly destroyed, even when reduced to zero health. Also note that garrisonable
; buildings automatically stick around because GarrisonContain has it's own DieModule
Behavior = SlowDeathBehavior ModuleTag_SlowDeathWithoutRubble
DestructionDelay = 2500
End
Behavior = StructureCollapseUpdate ModuleTag_04
MinCollapseDelay = 000
MaxCollapseDelay = 000
CollapseDamping = .5
MaxShudder = 0.6
MinBurstDelay = 250
MaxBurstDelay = 800
BigBurstFrequency = 4
FXList = INITIAL FX_StructureMediumCollapse
OCL = INITIAL OCL_StructureRubblePileLarge ; creates a rising pile of debris halfway-done
End
Geometry = BOX
GeometryMajorRadius = 10.80
GeometryMinorRadius = 6.80
GeometryHeight = 25.20
GeometryIsSmall = No
;GeometryRotationAnchorOffset = X:1037.871 Y:0
Shadow = SHADOW_VOLUME
End
;------------------------------------------------------------
;------------------------------------------------------------
Object OsgiliathRuin07Snow
SelectPortrait = BPGOsgiliath
; *** ART Parameters ***
Draw = W3DScriptedModelDraw ModuleTag_01
OkToChangeModelColor = Yes
StaticModelLODMode = yes
DefaultModelConditionState
Model = OSBruinSn07
End
; WallBoundsMesh = GBMTWallAPTop
; ---------- destruction states
ModelConditionState = DAMAGED
Model = OSBruin07_D1
ParticleSysBone DUSTBONE01 FireBuildingSmall
ParticleSysBone DUSTBONE02 FireBuildingSmall
ParticleSysBone DUSTBONE03 FireBuildingSmall
ParticleSysBone FireMedium01 FireBuildingMedium
ParticleSysBone FireMedium02 FireBuildingMedium
ParticleSysBone FireLarge01 FireBuildingLarge
ParticleSysBone SmokeLarge01 SmokeBuildingLarge
End
ModelConditionState = REALLYDAMAGED
Model = OSBruin07_D2
ParticleSysBone DUSTBONE01 FireBuildingSmall
ParticleSysBone DUSTBONE02 FireBuildingSmall
ParticleSysBone DUSTBONE03 FireBuildingSmall
ParticleSysBone FireMedium01 FireBuildingMedium
ParticleSysBone FireMedium02 FireBuildingMedium
ParticleSysBone FireLarge01 FireBuildingLarge
End
ModelConditionState = RUBBLE
Model = OSBruin07_D2
ParticleSysBone SmokeLarge01 SmokeBuildingLarge
End
ModelConditionState = POST_RUBBLE
Model = None
ParticleSysBone NONE SmokeBuildingMediumRubble
End
ModelConditionState = POST_COLLAPSE
Model = None
ParticleSysBone NONE SmokeBuildingMediumRubble
End
End
; *** AUDIO Parameters ***
SoundOnDamaged = BuildingLightDamageStone
SoundOnReallyDamaged = BuildingHeavyDamageStone
; ***DESIGN parameters ***
DisplayName = OBJECT:Ruins
EditorSorting = STRUCTURE
ArmorSet
Conditions = None
Armor = NoArmor
DamageFX = None
End
; *** ENGINEERING Parameters ***
KindOf = STRUCTURE IMMOBILE CAN_CAST_REFLECTIONS SELECTABLE
RadarPriority = STRUCTURE
Body = ActiveBody ModuleTag_03
MaxHealth = 2000.0
MaxHealthDamaged = 1500.0
MaxHealthReallyDamaged = 1000.0
End
; Note that structures with "RUBBLE" states should not use DestroyDie; such buildings are
; never truly destroyed, even when reduced to zero health. Also note that garrisonable
; buildings automatically stick around because GarrisonContain has it's own DieModule
Behavior = SlowDeathBehavior ModuleTag_SlowDeathWithoutRubble
DestructionDelay = 4000
End
Behavior = StructureCollapseUpdate ModuleTag_04
MinCollapseDelay = 000
MaxCollapseDelay = 000
CollapseDamping = .5
MaxShudder = 0.6
MinBurstDelay = 250
MaxBurstDelay = 800
BigBurstFrequency = 4
FXList = INITIAL FX_StructureMediumCollapse
OCL = INITIAL OCL_StructureRubblePileLarge ; creates a rising pile of debris halfway-done
End
Geometry = BOX
GeometryMajorRadius = 19.2
GeometryMinorRadius = 6.00
GeometryHeight = 90.4
GeometryIsSmall = No
;GeometryRotationAnchorOffset = X:1037.871 Y:0
Shadow = SHADOW_VOLUME
End
;------------------------------------------------------------
;------------------------------------------------------------
Object OsgiliathRuin08Snow
SelectPortrait = BPGOsgiliath
; *** ART Parameters ***
Draw = W3DScriptedModelDraw ModuleTag_01
OkToChangeModelColor = Yes
StaticModelLODMode = yes
DefaultModelConditionState
Model = OSBruinSn08
End
; WallBoundsMesh = GBMTWallAPTop
; ---------- destruction states
ModelConditionState = DAMAGED
Model = OSBruin08_D1
ParticleSysBone DUSTBONE01 FireBuildingSmall
ParticleSysBone DUSTBONE02 FireBuildingSmall
ParticleSysBone DUSTBONE03 FireBuildingSmall
ParticleSysBone FireMedium01 FireBuildingMedium
ParticleSysBone FireMedium02 FireBuildingMedium
ParticleSysBone FireLarge01 FireBuildingLarge
ParticleSysBone SmokeLarge01 SmokeBuildingLarge
End
ModelConditionState = REALLYDAMAGED
Model = OSBruin08_D2
ParticleSysBone DUSTBONE01 FireBuildingSmall
ParticleSysBone DUSTBONE02 FireBuildingSmall
ParticleSysBone DUSTBONE03 FireBuildingSmall
ParticleSysBone FireMedium01 FireBuildingMedium
ParticleSysBone FireMedium02 FireBuildingMedium
ParticleSysBone FireLarge01 FireBuildingLarge
End
ModelConditionState = RUBBLE
Model = OSBruin08_D2
ParticleSysBone SmokeLarge01 SmokeBuildingLarge
End
ModelConditionState = POST_RUBBLE
Model = None
ParticleSysBone NONE SmokeBuildingMediumRubble
End
ModelConditionState = POST_COLLAPSE
Model = None
ParticleSysBone NONE SmokeBuildingMediumRubble
End
End
; *** AUDIO Parameters ***
SoundOnDamaged = BuildingLightDamageStone
SoundOnReallyDamaged = BuildingHeavyDamageStone
; ***DESIGN parameters ***
DisplayName = OBJECT:Ruins
EditorSorting = STRUCTURE
ArmorSet
Conditions = None
Armor = NoArmor
DamageFX = None
End
; *** ENGINEERING Parameters ***
KindOf = STRUCTURE IMMOBILE CAN_CAST_REFLECTIONS
RadarPriority = STRUCTURE
Body = ActiveBody ModuleTag_03
MaxHealth = 2000.0
MaxHealthDamaged = 1500.0
MaxHealthReallyDamaged = 1000.0
End
; Note that structures with "RUBBLE" states should not use DestroyDie; such buildings are
; never truly destroyed, even when reduced to zero health. Also note that garrisonable
; buildings automatically stick around because GarrisonContain has it's own DieModule
Behavior = SlowDeathBehavior ModuleTag_SlowDeathWithoutRubble
DestructionDelay = 3000
End
Behavior = StructureCollapseUpdate ModuleTag_04
MinCollapseDelay = 000
MaxCollapseDelay = 000
CollapseDamping = .5
MaxShudder = 0.6
MinBurstDelay = 250
MaxBurstDelay = 800
BigBurstFrequency = 4
FXList = INITIAL FX_StructureMediumCollapse
OCL = INITIAL OCL_StructureRubblePileLarge ; creates a rising pile of debris halfway-done
End
Geometry = BOX
GeometryMajorRadius = 25.20
GeometryMinorRadius = 8.8
GeometryHeight = 65.6
GeometryIsSmall = No
;GeometryRotationAnchorOffset = X:1037.871 Y:0
Shadow = SHADOW_VOLUME
End
;------------------------------------------------------------
;------------------------------------------------------------
Object OsgiliathRuin09Snow
SelectPortrait = BPGOsgiliath
; *** ART Parameters ***
Draw = W3DScriptedModelDraw ModuleTag_01
OkToChangeModelColor = Yes
StaticModelLODMode = yes
DefaultModelConditionState
Model = OSBruinSn09
End
; WallBoundsMesh = GBMTWallAPTop
; ---------- destruction states
ModelConditionState = DAMAGED
Model = OSBruin09_D1
ParticleSysBone DUSTBONE01 FireBuildingSmall
ParticleSysBone DUSTBONE02 FireBuildingSmall
ParticleSysBone DUSTBONE03 FireBuildingSmall
ParticleSysBone FireMedium01 FireBuildingMedium
ParticleSysBone FireMedium02 FireBuildingMedium
ParticleSysBone FireLarge01 FireBuildingLarge
ParticleSysBone SmokeLarge01 SmokeBuildingLarge
End
ModelConditionState = REALLYDAMAGED
Model = OSBruin09_D1
ParticleSysBone DUSTBONE01 FireBuildingSmall
ParticleSysBone DUSTBONE02 FireBuildingSmall
ParticleSysBone DUSTBONE03 FireBuildingSmall
ParticleSysBone FireMedium01 FireBuildingMedium
ParticleSysBone FireMedium02 FireBuildingMedium
ParticleSysBone FireLarge01 FireBuildingLarge
End
ModelConditionState = RUBBLE
Model = OSBruin09_D1
ParticleSysBone SmokeLarge01 SmokeBuildingLarge
End
ModelConditionState = POST_RUBBLE
Model = None
ParticleSysBone NONE SmokeBuildingMediumRubble
End
ModelConditionState = POST_COLLAPSE
Model = None
ParticleSysBone NONE SmokeBuildingMediumRubble
End
End
; *** AUDIO Parameters ***
SoundOnDamaged = BuildingLightDamageStone
SoundOnReallyDamaged = BuildingHeavyDamageStone
; ***DESIGN parameters ***
DisplayName = OBJECT:Ruins
EditorSorting = STRUCTURE
ArmorSet
Conditions = None
Armor = NoArmor
DamageFX = None
End
; *** ENGINEERING Parameters ***
KindOf = STRUCTURE IMMOBILE CAN_CAST_REFLECTIONS
RadarPriority = STRUCTURE
Body = ActiveBody ModuleTag_03
MaxHealth = 2000.0
MaxHealthDamaged = 1500.0
MaxHealthReallyDamaged = 1000.0
End
; Note that structures with "RUBBLE" states should not use DestroyDie; such buildings are
; never truly destroyed, even when reduced to zero health. Also note that garrisonable
; buildings automatically stick around because GarrisonContain has it's own DieModule
Behavior = SlowDeathBehavior ModuleTag_SlowDeathWithoutRubble
DestructionDelay = 4000
End
Behavior = StructureCollapseUpdate ModuleTag_04
MinCollapseDelay = 000
MaxCollapseDelay = 000
CollapseDamping = .5
MaxShudder = 0.6
MinBurstDelay = 250
MaxBurstDelay = 800
BigBurstFrequency = 4
FXList = INITIAL FX_StructureMediumCollapse
OCL = INITIAL OCL_StructureRubblePileLarge ; creates a rising pile of debris halfway-done
End
Geometry = BOX
GeometryMajorRadius = 27.60
GeometryMinorRadius = 27.60
GeometryHeight = 80.8
GeometryIsSmall = No
;GeometryRotationAnchorOffset = X:1037.871 Y:0
Shadow = SHADOW_VOLUME
End
;------------------------------------------------------------
;------------------------------------------------------------
Object OsgiliathRuin10Snow
SelectPortrait = BPGOsgiliath
; *** ART Parameters ***
Draw = W3DScriptedModelDraw ModuleTag_01
OkToChangeModelColor = Yes
StaticModelLODMode = yes
DefaultModelConditionState
Model = OSBruinSn10
End
; WallBoundsMesh = GBMTWallAPTop
; ---------- destruction states
ModelConditionState = DAMAGED
Model = OSBruin10_D1
ParticleSysBone DUSTBONE01 FireBuildingSmall
ParticleSysBone DUSTBONE02 FireBuildingSmall
ParticleSysBone DUSTBONE03 FireBuildingSmall
ParticleSysBone FireMedium01 FireBuildingMedium
ParticleSysBone FireMedium02 FireBuildingMedium
ParticleSysBone FireLarge01 FireBuildingLarge
ParticleSysBone SmokeLarge01 SmokeBuildingLarge
End
ModelConditionState = REALLYDAMAGED
Model = OSBruin10_D1
ParticleSysBone DUSTBONE01 FireBuildingSmall
ParticleSysBone DUSTBONE02 FireBuildingSmall
ParticleSysBone DUSTBONE03 FireBuildingSmall
ParticleSysBone FireMedium01 FireBuildingMedium
ParticleSysBone FireMedium02 FireBuildingMedium
ParticleSysBone FireLarge01 FireBuildingLarge
End
ModelConditionState = RUBBLE
Model = OSBruin10_D1
ParticleSysBone SmokeLarge01 SmokeBuildingLarge
End
ModelConditionState = POST_RUBBLE
Model = None
ParticleSysBone NONE SmokeBuildingMediumRubble
End
ModelConditionState = POST_COLLAPSE
Model = None
ParticleSysBone NONE SmokeBuildingMediumRubble
End
End
; *** AUDIO Parameters ***
SoundOnDamaged = BuildingLightDamageStone
SoundOnReallyDamaged = BuildingHeavyDamageStone
; ***DESIGN parameters ***
DisplayName = OBJECT:Ruins
EditorSorting = STRUCTURE
ArmorSet
Conditions = None
Armor = NoArmor
DamageFX = None
End
; *** ENGINEERING Parameters ***
KindOf = STRUCTURE IMMOBILE CAN_CAST_REFLECTIONS SELECTABLE MADE_OF_STONE NOT_AUTOACQUIRABLE CHUNK_VENDOR
RadarPriority = STRUCTURE
Body = ActiveBody ModuleTag_03
MaxHealth = 2000.0
MaxHealthDamaged = 1500.0
MaxHealthReallyDamaged = 1000.0
GrabObject = EntThrownBuildingRock
GrabFX = FX_WallGrab
GrabOffset = X:16 Y:0
End
; Note that structures with "RUBBLE" states should not use DestroyDie; such buildings are
; never truly destroyed, even when reduced to zero health. Also note that garrisonable
; buildings automatically stick around because GarrisonContain has it's own DieModule
Behavior = SlowDeathBehavior ModuleTag_SlowDeathWithoutRubble
DestructionDelay = 2700
End
Behavior = StructureCollapseUpdate ModuleTag_04
MinCollapseDelay = 000
MaxCollapseDelay = 000
CollapseDamping = .5
MaxShudder = 0.6
MinBurstDelay = 250
MaxBurstDelay = 800
BigBurstFrequency = 4
FXList = INITIAL FX_StructureMediumCollapse
OCL = INITIAL OCL_StructureRubblePileLarge ; creates a rising pile of debris halfway-done
End
Geometry = BOX
GeometryMajorRadius = 30.80
GeometryMinorRadius = 28.0
GeometryHeight = 41.6
GeometryIsSmall = No
;GeometryRotationAnchorOffset = X:1037.871 Y:0
Shadow = SHADOW_VOLUME
GeometryContactPoint = X:0 Y:-40 Z:0 Grab
GeometryContactPoint = X:-17 Y:-17 Z:40
GeometryContactPoint = X:-40 Y:0 Z:0 Grab
GeometryContactPoint = X:-17 Y:17 Z:10
GeometryContactPoint = X:0 Y:40 Z:0 Grab
GeometryContactPoint = X:17 Y:17 Z:40
GeometryContactPoint = X:40 Y:0 Z:0 Grab
GeometryContactPoint = X:17 Y:-17 Z:40
End
;------------------------------------------------------------
;------------------------------------------------------------
Object OsgiliathRuin11Snow
SelectPortrait = BPGOsgiliath
; *** ART Parameters ***
Draw = W3DScriptedModelDraw ModuleTag_01
OkToChangeModelColor = Yes
StaticModelLODMode = yes
DefaultModelConditionState
Model = OSBruinSn11
End
; WallBoundsMesh = GBMTWallAPTop
; ---------- destruction states
ModelConditionState = DAMAGED
Model = OSBruin11_D1
ParticleSysBone DUSTBONE01 FireBuildingSmall
ParticleSysBone DUSTBONE02 FireBuildingSmall
ParticleSysBone DUSTBONE03 FireBuildingSmall
ParticleSysBone FireMedium01 FireBuildingMedium
ParticleSysBone FireMedium02 FireBuildingMedium
ParticleSysBone FireLarge01 FireBuildingLarge
ParticleSysBone SmokeLarge01 SmokeBuildingLarge
End
ModelConditionState = REALLYDAMAGED
Model = OSBruin11_D1
ParticleSysBone DUSTBONE01 FireBuildingSmall
ParticleSysBone DUSTBONE02 FireBuildingSmall
ParticleSysBone DUSTBONE03 FireBuildingSmall
ParticleSysBone FireMedium01 FireBuildingMedium
ParticleSysBone FireMedium02 FireBuildingMedium
ParticleSysBone FireLarge01 FireBuildingLarge
End
ModelConditionState = RUBBLE
Model = OSBruin11_D1
ParticleSysBone SmokeLarge01 SmokeBuildingLarge
End
ModelConditionState = POST_RUBBLE
Model = None
ParticleSysBone NONE SmokeBuildingMediumRubble
End
ModelConditionState = POST_COLLAPSE
Model = None
ParticleSysBone NONE SmokeBuildingMediumRubble
End
End
; *** AUDIO Parameters ***
SoundOnDamaged = BuildingLightDamageStone
SoundOnReallyDamaged = BuildingHeavyDamageStone
; ***DESIGN parameters ***
DisplayName = OBJECT:Ruins
EditorSorting = STRUCTURE
ArmorSet
Conditions = None
Armor = NoArmor
DamageFX = None
End
; *** ENGINEERING Parameters ***
KindOf = STRUCTURE IMMOBILE CAN_CAST_REFLECTIONS SELECTABLE MADE_OF_STONE NOT_AUTOACQUIRABLE CHUNK_VENDOR
RadarPriority = STRUCTURE
Body = ActiveBody ModuleTag_03
MaxHealth = 2000.0
MaxHealthDamaged = 1500.0
MaxHealthReallyDamaged = 1000.0
GrabObject = EntThrownBuildingRock
GrabFX = FX_WallGrab
GrabOffset = X:16 Y:0
End
; Note that structures with "RUBBLE" states should not use DestroyDie; such buildings are
; never truly destroyed, even when reduced to zero health. Also note that garrisonable
; buildings automatically stick around because GarrisonContain has it's own DieModule
Behavior = SlowDeathBehavior ModuleTag_SlowDeathWithoutRubble
DestructionDelay = 4000
End
Behavior = StructureCollapseUpdate ModuleTag_04
MinCollapseDelay = 000
MaxCollapseDelay = 000
CollapseDamping = .5
MaxShudder = 0.6
MinBurstDelay = 250
MaxBurstDelay = 800
BigBurstFrequency = 4
FXList = INITIAL FX_StructureMediumCollapse
OCL = INITIAL OCL_StructureRubblePileLarge ; creates a rising pile of debris halfway-done
End
Geometry = BOX
GeometryMajorRadius = 24.40
GeometryMinorRadius = 20.0
GeometryHeight = 99.2
GeometryIsSmall = No
;GeometryRotationAnchorOffset = X:1037.871 Y:0
Shadow = SHADOW_VOLUME
GeometryContactPoint = X:0 Y:-24 Z:0 Grab
GeometryContactPoint = X:-12 Y:-10 Z:50
GeometryContactPoint = X:-28 Y:0 Z:0 Grab
GeometryContactPoint = X:-12 Y:10 Z:50
GeometryContactPoint = X:0 Y:24 Z:0 Grab
GeometryContactPoint = X:12 Y:10 Z:95
GeometryContactPoint = X:28 Y:0 Z:0 Grab
GeometryContactPoint = X:12 Y:-10 Z:95
End
;------------------------------------------------------------
;------------------------------------------------------------
Object OsgiliathRuin12Snow
SelectPortrait = BPGOsgiliath
; *** ART Parameters ***
Draw = W3DScriptedModelDraw ModuleTag_01
OkToChangeModelColor = Yes
StaticModelLODMode = yes
DefaultModelConditionState
Model = OSBruinSn12
End
; WallBoundsMesh = GBMTWallAPTop
; ---------- destruction states
ModelConditionState = DAMAGED
Model = OSBruin12_D1
ParticleSysBone DUSTBONE01 FireBuildingSmall
ParticleSysBone DUSTBONE02 FireBuildingSmall
ParticleSysBone DUSTBONE03 FireBuildingSmall
ParticleSysBone FireMedium01 FireBuildingMedium
ParticleSysBone FireMedium02 FireBuildingMedium
ParticleSysBone FireLarge01 FireBuildingLarge
ParticleSysBone SmokeLarge01 SmokeBuildingLarge
End
ModelConditionState = REALLYDAMAGED
Model = OSBruin12_D2
ParticleSysBone DUSTBONE01 FireBuildingSmall
ParticleSysBone DUSTBONE02 FireBuildingSmall
ParticleSysBone DUSTBONE03 FireBuildingSmall
ParticleSysBone FireMedium01 FireBuildingMedium
ParticleSysBone FireMedium02 FireBuildingMedium
ParticleSysBone FireLarge01 FireBuildingLarge
End
ModelConditionState = RUBBLE
Model = OSBruin12_D2
ParticleSysBone SmokeLarge01 SmokeBuildingLarge
End
ModelConditionState = POST_RUBBLE
Model = None
ParticleSysBone NONE SmokeBuildingMediumRubble
End
ModelConditionState = POST_COLLAPSE
Model = None
ParticleSysBone NONE SmokeBuildingMediumRubble
End
End
; *** AUDIO Parameters ***
SoundOnDamaged = BuildingLightDamageStone
SoundOnReallyDamaged = BuildingHeavyDamageStone
; ***DESIGN parameters ***
DisplayName = OBJECT:Ruins
EditorSorting = STRUCTURE
ArmorSet
Conditions = None
Armor = NoArmor
DamageFX = None
End
; *** ENGINEERING Parameters ***
KindOf = STRUCTURE IMMOBILE CAN_CAST_REFLECTIONS
RadarPriority = STRUCTURE
Body = ActiveBody ModuleTag_03
MaxHealth = 2000.0
MaxHealthDamaged = 1500.0
MaxHealthReallyDamaged = 1000.0
End
; Note that structures with "RUBBLE" states should not use DestroyDie; such buildings are
; never truly destroyed, even when reduced to zero health. Also note that garrisonable
; buildings automatically stick around because GarrisonContain has it's own DieModule
Behavior = SlowDeathBehavior ModuleTag_SlowDeathWithoutRubble
DestructionDelay = 3000
End
Behavior = StructureCollapseUpdate ModuleTag_04
MinCollapseDelay = 000
MaxCollapseDelay = 000
CollapseDamping = .5
MaxShudder = 0.6
MinBurstDelay = 250
MaxBurstDelay = 800
BigBurstFrequency = 4
FXList = INITIAL FX_StructureMediumCollapse
OCL = INITIAL OCL_StructureRubblePileLarge ; creates a rising pile of debris halfway-done
End
Geometry = BOX
GeometryMajorRadius = 12.0
GeometryMinorRadius = 8.8
GeometryHeight = 48.8
GeometryIsSmall = No
;GeometryRotationAnchorOffset = X:1037.871 Y:0
Shadow = SHADOW_VOLUME
End
;------------------------------------------------------------
;------------------------------------------------------------
Object OsgiliathRuin13Snow
SelectPortrait = BPGOsgiliath
; *** ART Parameters ***
Draw = W3DScriptedModelDraw ModuleTag_01
OkToChangeModelColor = Yes
StaticModelLODMode = yes
DefaultModelConditionState
Model = OSBruinSn13
End
; WallBoundsMesh = GBMTWallAPTop
; ---------- destruction states
ModelConditionState = DAMAGED
Model = OSBruin13_D1
ParticleSysBone DUSTBONE01 FireBuildingSmall
ParticleSysBone DUSTBONE02 FireBuildingSmall
ParticleSysBone DUSTBONE03 FireBuildingSmall
ParticleSysBone FireMedium01 FireBuildingMedium
ParticleSysBone FireMedium02 FireBuildingMedium
ParticleSysBone FireLarge01 FireBuildingLarge
ParticleSysBone SmokeLarge01 SmokeBuildingLarge
End
ModelConditionState = REALLYDAMAGED
Model = OSBruin13_D2
ParticleSysBone DUSTBONE01 FireBuildingSmall
ParticleSysBone DUSTBONE02 FireBuildingSmall
ParticleSysBone DUSTBONE03 FireBuildingSmall
ParticleSysBone FireMedium01 FireBuildingMedium
ParticleSysBone FireMedium02 FireBuildingMedium
ParticleSysBone FireLarge01 FireBuildingLarge
End
ModelConditionState = RUBBLE
Model = OSBruin13_D2
ParticleSysBone SmokeLarge01 SmokeBuildingLarge
End
ModelConditionState = POST_RUBBLE
Model = None
ParticleSysBone NONE SmokeBuildingMediumRubble
End
ModelConditionState = POST_COLLAPSE
Model = None
ParticleSysBone NONE SmokeBuildingMediumRubble
End
End
; *** AUDIO Parameters ***
SoundOnDamaged = BuildingLightDamageStone
SoundOnReallyDamaged = BuildingHeavyDamageStone
; ***DESIGN parameters ***
DisplayName = OBJECT:Ruins
EditorSorting = STRUCTURE
ArmorSet
Conditions = None
Armor = NoArmor
DamageFX = None
End
; *** ENGINEERING Parameters ***
KindOf = STRUCTURE IMMOBILE CAN_CAST_REFLECTIONS MADE_OF_STONE NOT_AUTOACQUIRABLE CHUNK_VENDOR
RadarPriority = STRUCTURE
Body = ActiveBody ModuleTag_03
MaxHealth = 2000.0
MaxHealthDamaged = 1500.0
MaxHealthReallyDamaged = 1000.0
GrabObject = EntThrownBuildingRock
GrabFX = FX_WallGrab
GrabOffset = X:16 Y:0
End
; Note that structures with "RUBBLE" states should not use DestroyDie; such buildings are
; never truly destroyed, even when reduced to zero health. Also note that garrisonable
; buildings automatically stick around because GarrisonContain has it's own DieModule
Behavior = SlowDeathBehavior ModuleTag_SlowDeathWithoutRubble
DestructionDelay = 3500
End
Behavior = StructureCollapseUpdate ModuleTag_04
MinCollapseDelay = 000
MaxCollapseDelay = 000
CollapseDamping = .5
MaxShudder = 0.6
MinBurstDelay = 250
MaxBurstDelay = 800
BigBurstFrequency = 4
FXList = INITIAL FX_StructureMediumCollapse
OCL = INITIAL OCL_StructureRubblePileLarge ; creates a rising pile of debris halfway-done
End
Geometry = BOX
GeometryMajorRadius = 30.80
GeometryMinorRadius = 30.80
GeometryHeight = 65.20
GeometryIsSmall = No
;GeometryRotationAnchorOffset = X:1037.871 Y:0
Shadow = SHADOW_VOLUME
GeometryContactPoint = X:-30 Y:-30 Z:0
GeometryContactPoint = X:-15 Y:-30 Z:65
GeometryContactPoint = X:0 Y:-35 Z:0 Grab
GeometryContactPoint = X:15 Y:-30 Z:65
GeometryContactPoint = X:30 Y:-30 Z:0
GeometryContactPoint = X:30 Y:-15 Z:65
GeometryContactPoint = X:35 Y:0 Z:0 Grab
GeometryContactPoint = X:30 Y:15 Z:65
GeometryContactPoint = X:30 Y:30 Z:0
GeometryContactPoint = X:15 Y:30 Z:65
GeometryContactPoint = X:0 Y:35 Z:0 Grab
GeometryContactPoint = X:-15 Y:30 Z:65
GeometryContactPoint = X:-30 Y:30 Z:0
End
;------------------------------------------------------------
;------------------------------------------------------------
Object OsgiliathRuin14Snow
SelectPortrait = BPGOsgiliath
; *** ART Parameters ***
Draw = W3DScriptedModelDraw ModuleTag_01
OkToChangeModelColor = Yes
StaticModelLODMode = yes
DefaultModelConditionState
Model = OSBruinSn14
End
; WallBoundsMesh = GBMTWallAPTop
; ---------- destruction states
ModelConditionState = DAMAGED
Model = OSBruin14_D1
ParticleSysBone DUSTBONE01 FireBuildingSmall
ParticleSysBone DUSTBONE02 FireBuildingSmall
ParticleSysBone DUSTBONE03 FireBuildingSmall
ParticleSysBone FireMedium01 FireBuildingMedium
ParticleSysBone FireMedium02 FireBuildingMedium
ParticleSysBone FireLarge01 FireBuildingLarge
ParticleSysBone SmokeLarge01 SmokeBuildingLarge
End
ModelConditionState = REALLYDAMAGED
Model = OSBruin14_D2
ParticleSysBone DUSTBONE01 FireBuildingSmall
ParticleSysBone DUSTBONE02 FireBuildingSmall
ParticleSysBone DUSTBONE03 FireBuildingSmall
ParticleSysBone FireMedium01 FireBuildingMedium
ParticleSysBone FireMedium02 FireBuildingMedium
ParticleSysBone FireLarge01 FireBuildingLarge
End
ModelConditionState = RUBBLE
Model = OSBruin14_D2
ParticleSysBone SmokeLarge01 SmokeBuildingLarge
End
ModelConditionState = POST_RUBBLE
Model = None
ParticleSysBone NONE SmokeBuildingMediumRubble
End
ModelConditionState = POST_COLLAPSE
Model = None
ParticleSysBone NONE SmokeBuildingMediumRubble
End
End
; *** AUDIO Parameters ***
SoundOnDamaged = BuildingLightDamageStone
SoundOnReallyDamaged = BuildingHeavyDamageStone
; ***DESIGN parameters ***
DisplayName = OBJECT:Ruins
EditorSorting = STRUCTURE
ArmorSet
Conditions = None
Armor = NoArmor
DamageFX = None
End
; *** ENGINEERING Parameters ***
KindOf = STRUCTURE IMMOBILE CAN_CAST_REFLECTIONS
RadarPriority = STRUCTURE
Body = ActiveBody ModuleTag_03
MaxHealth = 2000.0
MaxHealthDamaged = 1500.0
MaxHealthReallyDamaged = 1000.0
End
; Note that structures with "RUBBLE" states should not use DestroyDie; such buildings are
; never truly destroyed, even when reduced to zero health. Also note that garrisonable
; buildings automatically stick around because GarrisonContain has it's own DieModule
Behavior = SlowDeathBehavior ModuleTag_SlowDeathWithoutRubble
DestructionDelay = 3000
End
Behavior = StructureCollapseUpdate ModuleTag_04
MinCollapseDelay = 000
MaxCollapseDelay = 000
CollapseDamping = .5
MaxShudder = 0.6
MinBurstDelay = 250
MaxBurstDelay = 800
BigBurstFrequency = 4
FXList = INITIAL FX_StructureMediumCollapse
OCL = INITIAL OCL_StructureRubblePileLarge ; creates a rising pile of debris halfway-done
End
Geometry = BOX
GeometryMajorRadius = 32.0
GeometryMinorRadius = 7.2
GeometryHeight = 44.0
GeometryIsSmall = No
;GeometryRotationAnchorOffset = X:1037.871 Y:0
Shadow = SHADOW_VOLUME
End
;------------------------------------------------------------
;------------------------------------------------------------
Object OsgiliathRuin15Snow
SelectPortrait = BPGOsgiliath
; *** ART Parameters ***
Draw = W3DScriptedModelDraw ModuleTag_01
OkToChangeModelColor = Yes
StaticModelLODMode = yes
DefaultModelConditionState
Model = OSBruinSn15
End
; WallBoundsMesh = GBMTWallAPTop
; ---------- destruction states
ModelConditionState = DAMAGED
Model = OSBruin15_D1
ParticleSysBone DUSTBONE01 FireBuildingSmall
ParticleSysBone DUSTBONE02 FireBuildingSmall
ParticleSysBone DUSTBONE03 FireBuildingSmall
ParticleSysBone FireMedium01 FireBuildingMedium
ParticleSysBone FireMedium02 FireBuildingMedium
ParticleSysBone FireLarge01 FireBuildingLarge
ParticleSysBone SmokeLarge01 SmokeBuildingLarge
End
ModelConditionState = REALLYDAMAGED
Model = OSBruin15_D1
ParticleSysBone DUSTBONE01 FireBuildingSmall
ParticleSysBone DUSTBONE02 FireBuildingSmall
ParticleSysBone DUSTBONE03 FireBuildingSmall
ParticleSysBone FireMedium01 FireBuildingMedium
ParticleSysBone FireMedium02 FireBuildingMedium
ParticleSysBone FireLarge01 FireBuildingLarge
End
ModelConditionState = RUBBLE
Model = OSBruin15_D1
ParticleSysBone SmokeLarge01 SmokeBuildingLarge
End
ModelConditionState = POST_RUBBLE
Model = None
ParticleSysBone NONE SmokeBuildingMediumRubble
End
ModelConditionState = POST_COLLAPSE
Model = None
ParticleSysBone NONE SmokeBuildingMediumRubble
End
End
; *** AUDIO Parameters ***
SoundOnDamaged = BuildingLightDamageStone
SoundOnReallyDamaged = BuildingHeavyDamageStone
; ***DESIGN parameters ***
DisplayName = OBJECT:Ruins
EditorSorting = STRUCTURE
ArmorSet
Conditions = None
Armor = NoArmor
DamageFX = None
End
; *** ENGINEERING Parameters ***
KindOf = STRUCTURE IMMOBILE CAN_CAST_REFLECTIONS SELECTABLE MADE_OF_STONE NOT_AUTOACQUIRABLE CHUNK_VENDOR
RadarPriority = STRUCTURE
Body = ActiveBody ModuleTag_03
MaxHealth = 2000.0
MaxHealthDamaged = 1500.0
MaxHealthReallyDamaged = 1000.0
GrabObject = EntThrownBuildingRock
GrabFX = FX_WallGrab
GrabOffset = X:16 Y:0
End
; Note that structures with "RUBBLE" states should not use DestroyDie; such buildings are
; never truly destroyed, even when reduced to zero health. Also note that garrisonable
; buildings automatically stick around because GarrisonContain has it's own DieModule
Behavior = SlowDeathBehavior ModuleTag_SlowDeathWithoutRubble
DestructionDelay = 4000
End
Behavior = StructureCollapseUpdate ModuleTag_04
MinCollapseDelay = 000
MaxCollapseDelay = 000
CollapseDamping = .5
MaxShudder = 0.6
MinBurstDelay = 350
MaxBurstDelay = 550
BigBurstFrequency = 4
FXList = INITIAL FX_StructureMediumCollapse
OCL = INITIAL OCL_StructureRubblePileLarge ; creates a rising pile of debris halfway-done
End
Geometry = BOX
GeometryMajorRadius = 32.8
GeometryMinorRadius = 31.2
GeometryHeight = 99.60
GeometryIsSmall = No
;GeometryRotationAnchorOffset = X:1037.871 Y:0
Shadow = SHADOW_VOLUME
GeometryContactPoint = X:0 Y:-34 Z:0 Grab
GeometryContactPoint = X:-16 Y:-15 Z:95
GeometryContactPoint = X:-36 Y:0 Z:0 Grab
GeometryContactPoint = X:-16 Y:15 Z:95
GeometryContactPoint = X:0 Y:34 Z:0 Grab
GeometryContactPoint = X:16 Y:15 Z:95
GeometryContactPoint = X:36 Y:0 Z:0 Grab
GeometryContactPoint = X:16 Y:-15 Z:95
End
;------------------------------------------------------------
;------------------------------------------------------------
Object OsgiliathRuin16Snow
SelectPortrait = BPGOsgiliath
; *** ART Parameters ***
Draw = W3DScriptedModelDraw ModuleTag_01
OkToChangeModelColor = Yes
StaticModelLODMode = yes
DefaultModelConditionState
Model = OSBruinSn16
End
; WallBoundsMesh = GBMTWallAPTop
; ---------- destruction states
ModelConditionState = DAMAGED
Model = OSBruin16_D1
ParticleSysBone DUSTBONE01 FireBuildingSmall
ParticleSysBone DUSTBONE02 FireBuildingSmall
ParticleSysBone DUSTBONE03 FireBuildingSmall
ParticleSysBone FireMedium01 FireBuildingMedium
ParticleSysBone FireMedium02 FireBuildingMedium
ParticleSysBone FireLarge01 FireBuildingLarge
ParticleSysBone SmokeLarge01 SmokeBuildingLarge
End
ModelConditionState = REALLYDAMAGED
Model = OSBruin16_D2
ParticleSysBone DUSTBONE01 FireBuildingSmall
ParticleSysBone DUSTBONE02 FireBuildingSmall
ParticleSysBone DUSTBONE03 FireBuildingSmall
ParticleSysBone FireMedium01 FireBuildingMedium
ParticleSysBone FireMedium02 FireBuildingMedium
ParticleSysBone FireLarge01 FireBuildingLarge
End
ModelConditionState = RUBBLE
Model = OSBruin16_D2
ParticleSysBone SmokeLarge01 SmokeBuildingLarge
End
ModelConditionState = POST_RUBBLE
Model = None
ParticleSysBone NONE SmokeBuildingMediumRubble
End
ModelConditionState = POST_COLLAPSE
Model = None
ParticleSysBone NONE SmokeBuildingMediumRubble
End
End
; *** AUDIO Parameters ***
SoundOnDamaged = BuildingLightDamageStone
SoundOnReallyDamaged = BuildingHeavyDamageStone
; ***DESIGN parameters ***
DisplayName = OBJECT:Ruins
EditorSorting = STRUCTURE
ArmorSet
Conditions = None
Armor = NoArmor
DamageFX = None
End
; *** ENGINEERING Parameters ***
KindOf = STRUCTURE IMMOBILE CAN_CAST_REFLECTIONS
RadarPriority = STRUCTURE
Body = ActiveBody ModuleTag_03
MaxHealth = 2000.0
MaxHealthDamaged = 1500.0
MaxHealthReallyDamaged = 1000.0
End
; Note that structures with "RUBBLE" states should not use DestroyDie; such buildings are
; never truly destroyed, even when reduced to zero health. Also note that garrisonable
; buildings automatically stick around because GarrisonContain has it's own DieModule
Behavior = SlowDeathBehavior ModuleTag_SlowDeathWithoutRubble
DestructionDelay = 3000
End
Behavior = StructureCollapseUpdate ModuleTag_04
MinCollapseDelay = 000
MaxCollapseDelay = 000
CollapseDamping = .5
MaxShudder = 0.6
MinBurstDelay = 250
MaxBurstDelay = 800
BigBurstFrequency = 4
FXList = INITIAL FX_StructureMediumCollapse
OCL = INITIAL OCL_StructureRubblePileLarge ; creates a rising pile of debris halfway-done
End
Geometry = BOX
GeometryMajorRadius = 34.00
GeometryMinorRadius = 7.2
GeometryHeight = 44.8
GeometryIsSmall = No
;GeometryRotationAnchorOffset = X:1037.871 Y:0
Shadow = SHADOW_VOLUME
End
;------------------------------------------------------------
Object OsgiliathRuin17Snow
; *** ART Parameters ***
Draw = W3DScriptedModelDraw ModuleTag_Draw
OkToChangeModelColor = Yes
UseStandardModelNames = Yes
WallBoundsMesh = P1
;RampMesh1 = P1
DefaultModelConditionState
Model = OSBruinSn17
End
End
; *** AUDIO Parameters ***
; ***DESIGN parameters ***
DisplayName = OBJECT:Dock
EditorSorting = STRUCTURE
; *** ENGINEERING Parameters ***
RadarPriority = STRUCTURE
; *** ENGINEERING Parameters ***
KindOf = IMMOBILE CAN_CAST_REFLECTIONS STRUCTURE UNATTACKABLE
Shadow = SHADOW_VOLUME
Body = InactiveBody ModuleTag_03
End
Geometry = BOX
GeometryMajorRadius = 31.8
GeometryMinorRadius = 120.8
GeometryHeight = 57.8
GeometryIsSmall = No
Shadow = SHADOW_VOLUME
End
;------------------------------------------------------------
Object OsgiliathRuin20Snow
SelectPortrait = BPGOsgiliath
; *** ART Parameters ***
Draw = W3DScriptedModelDraw ModuleTag_01
OkToChangeModelColor = Yes
StaticModelLODMode = yes
DefaultModelConditionState
Model = OSBruinSn20
End
; WallBoundsMesh = GBMTWallAPTop
; ---------- destruction states
ModelConditionState = DAMAGED
Model = OSBruin20_D1
ParticleSysBone DUSTBONE01 FireBuildingSmall
ParticleSysBone DUSTBONE02 FireBuildingSmall
ParticleSysBone DUSTBONE03 FireBuildingSmall
ParticleSysBone FireMedium01 FireBuildingMedium
ParticleSysBone FireMedium02 FireBuildingMedium
ParticleSysBone FireLarge01 FireBuildingLarge
ParticleSysBone SmokeLarge01 SmokeBuildingLarge
End
ModelConditionState = REALLYDAMAGED
Model = OSBruin20_D1
ParticleSysBone DUSTBONE01 FireBuildingSmall
ParticleSysBone DUSTBONE02 FireBuildingSmall
ParticleSysBone DUSTBONE03 FireBuildingSmall
ParticleSysBone FireMedium01 FireBuildingMedium
ParticleSysBone FireMedium02 FireBuildingMedium
ParticleSysBone FireLarge01 FireBuildingLarge
End
ModelConditionState = RUBBLE
Model = OSBruin20_D1
ParticleSysBone SmokeLarge01 SmokeBuildingLarge
End
ModelConditionState = POST_RUBBLE
Model = None
ParticleSysBone NONE SmokeBuildingMediumRubble
End
ModelConditionState = POST_COLLAPSE
Model = None
ParticleSysBone NONE SmokeBuildingMediumRubble
End
End
; *** AUDIO Parameters ***
SoundOnDamaged = BuildingLightDamageStone
SoundOnReallyDamaged = BuildingHeavyDamageStone
; ***DESIGN parameters ***
DisplayName = OBJECT:Ruins
EditorSorting = STRUCTURE
ArmorSet
Conditions = None
Armor = NoArmor
DamageFX = None
End
; *** ENGINEERING Parameters ***
KindOf = STRUCTURE IMMOBILE CAN_CAST_REFLECTIONS
RadarPriority = STRUCTURE
Body = ActiveBody ModuleTag_03
MaxHealth = 2000.0
MaxHealthDamaged = 1500.0
MaxHealthReallyDamaged = 1000.0
End
; Note that structures with "RUBBLE" states should not use DestroyDie; such buildings are
; never truly destroyed, even when reduced to zero health. Also note that garrisonable
; buildings automatically stick around because GarrisonContain has it's own DieModule
Behavior = SlowDeathBehavior ModuleTag_SlowDeathWithoutRubble
DestructionDelay = 2500
End
Behavior = StructureCollapseUpdate ModuleTag_04
MinCollapseDelay = 000
MaxCollapseDelay = 000
CollapseDamping = .5
MaxShudder = 0.6
MinBurstDelay = 250
MaxBurstDelay = 800
BigBurstFrequency = 4
FXList = INITIAL FX_StructureMediumCollapse
OCL = INITIAL OCL_StructureRubblePileLarge ; creates a rising pile of debris halfway-done
End
Geometry = BOX
GeometryMajorRadius = 30.80
GeometryMinorRadius = 8.8
GeometryHeight = 44.0
GeometryIsSmall = No
;GeometryRotationAnchorOffset = X:1037.871 Y:0
Shadow = SHADOW_VOLUME
End
;------------------------------------------------------------
;------------------------------------------------------------
Object OsgiliathRuin21Snow
SelectPortrait = BPGOsgiliath
; *** ART Parameters ***
Draw = W3DScriptedModelDraw ModuleTag_01
OkToChangeModelColor = Yes
StaticModelLODMode = yes
DefaultModelConditionState
Model = OSBruinSn21
End
; WallBoundsMesh = GBMTWallAPTop
; ---------- destruction states
ModelConditionState = DAMAGED
Model = OSBruin21_D1
ParticleSysBone DUSTBONE01 FireBuildingSmall
ParticleSysBone DUSTBONE02 FireBuildingSmall
ParticleSysBone DUSTBONE03 FireBuildingSmall
ParticleSysBone FireMedium01 FireBuildingMedium
ParticleSysBone FireMedium02 FireBuildingMedium
ParticleSysBone FireLarge01 FireBuildingLarge
ParticleSysBone SmokeLarge01 SmokeBuildingLarge
End
ModelConditionState = REALLYDAMAGED
Model = OSBruin21_D2
ParticleSysBone DUSTBONE01 FireBuildingSmall
ParticleSysBone DUSTBONE02 FireBuildingSmall
ParticleSysBone DUSTBONE03 FireBuildingSmall
ParticleSysBone FireMedium01 FireBuildingMedium
ParticleSysBone FireMedium02 FireBuildingMedium
ParticleSysBone FireLarge01 FireBuildingLarge
End
ModelConditionState = RUBBLE
Model = OSBruin21_D2
ParticleSysBone SmokeLarge01 SmokeBuildingLarge
End
ModelConditionState = POST_RUBBLE
Model = None
ParticleSysBone NONE SmokeBuildingMediumRubble
End
ModelConditionState = POST_COLLAPSE
Model = None
ParticleSysBone NONE SmokeBuildingMediumRubble
End
End
; *** AUDIO Parameters ***
SoundOnDamaged = BuildingLightDamageStone
SoundOnReallyDamaged = BuildingHeavyDamageStone
; ***DESIGN parameters ***
DisplayName = OBJECT:Ruins
EditorSorting = STRUCTURE
ArmorSet
Conditions = None
Armor = NoArmor
DamageFX = None
End
; *** ENGINEERING Parameters ***
KindOf = STRUCTURE IMMOBILE CAN_CAST_REFLECTIONS SELECTABLE CHUNK_VENDOR
RadarPriority = STRUCTURE
Body = ActiveBody ModuleTag_03
MaxHealth = 2000.0
MaxHealthDamaged = 1500.0
MaxHealthReallyDamaged = 1000.0
GrabObject = EntThrownBuildingRock
GrabFX = FX_WallGrab
GrabDamage = 490
GrabOffset = X:16 Y:0
End
; Note that structures with "RUBBLE" states should not use DestroyDie; such buildings are
; never truly destroyed, even when reduced to zero health. Also note that garrisonable
; buildings automatically stick around because GarrisonContain has it's own DieModule
Behavior = SlowDeathBehavior ModuleTag_SlowDeathWithoutRubble
DestructionDelay = 3000
End
Behavior = StructureCollapseUpdate ModuleTag_04
MinCollapseDelay = 000
MaxCollapseDelay = 000
CollapseDamping = .5
MaxShudder = 0.6
MinBurstDelay = 250
MaxBurstDelay = 800
BigBurstFrequency = 4
FXList = INITIAL FX_StructureMediumCollapse
OCL = INITIAL OCL_StructureRubblePileLarge ; creates a rising pile of debris halfway-done
End
Geometry = BOX
GeometryMajorRadius = 16.40
GeometryMinorRadius = 13.6
GeometryHeight = 60.0
GeometryIsSmall = No
;GeometryRotationAnchorOffset = X:1037.871 Y:0
Shadow = SHADOW_VOLUME
GeometryContactPoint = X:0 Y:-16 Z:0 Grab
GeometryContactPoint = X:-10 Y:-6 Z:55
GeometryContactPoint = X:-20 Y:0 Z:0 Grab
GeometryContactPoint = X:-10 Y:6 Z:55
GeometryContactPoint = X:0 Y:16 Z:0 Grab
GeometryContactPoint = X:10 Y:6 Z:55
GeometryContactPoint = X:20 Y:0 Z:0 Grab
GeometryContactPoint = X:10 Y:-6 Z:55
End
;------------------------------------------------------------
;------------------------------------------------------------
Object OsgiliathRuin22Snow
SelectPortrait = BPGOsgiliath
; *** ART Parameters ***
Draw = W3DScriptedModelDraw ModuleTag_01
OkToChangeModelColor = Yes
StaticModelLODMode = yes
DefaultModelConditionState
Model = OSBruinSn22
End
End
; *** AUDIO Parameters ***
SoundOnDamaged = BuildingLightDamageStone
SoundOnReallyDamaged = BuildingHeavyDamageStone
; ***DESIGN parameters ***
DisplayName = OBJECT:Ruins
EditorSorting = STRUCTURE
ArmorSet
Conditions = None
Armor = NoArmor
DamageFX = None
End
; *** ENGINEERING Parameters ***
KindOf = STRUCTURE IMMOBILE CAN_CAST_REFLECTIONS UNATTACKABLE
RadarPriority = STRUCTURE
Body = ImmortalBody ModuleTag_03
MaxHealth = 2000.0
MaxHealthDamaged = 1300.0
MaxHealthReallyDamaged = 1000.0
End
; Note that structures with "RUBBLE" states should not use DestroyDie; such buildings are
; never truly destroyed, even when reduced to zero health. Also note that garrisonable
; buildings automatically stick around because GarrisonContain has it's own DieModule
Behavior = SlowDeathBehavior ModuleTag_SlowDeathWithoutRubble
DestructionDelay = 2100
End
Behavior = StructureCollapseUpdate ModuleTag_04
MinCollapseDelay = 000
MaxCollapseDelay = 000
CollapseDamping = .5
MaxShudder = 0.6
MinBurstDelay = 250
MaxBurstDelay = 800
BigBurstFrequency = 4
FXList = INITIAL FX_StructureMediumCollapse
OCL = INITIAL OCL_StructureRubblePileLarge ; creates a rising pile of debris halfway-done
End
Geometry = BOX
GeometryMajorRadius = 5.20
GeometryMinorRadius = 8.8
GeometryHeight = 23.2
GeometryIsSmall = No
;GeometryRotationAnchorOffset = X:1037.871 Y:0
Shadow = SHADOW_VOLUME
End
;------------------------------------------------------------
;------------------------------------------------------------
Object OsgiliathRuin23Snow
SelectPortrait = BPGOsgiliath
; *** ART Parameters ***
Draw = W3DScriptedModelDraw ModuleTag_01
OkToChangeModelColor = Yes
StaticModelLODMode = yes
DefaultModelConditionState
Model = OSBruinSn23
End
; WallBoundsMesh = GBMTWallAPTop
; ---------- destruction states
ModelConditionState = DAMAGED
Model = OSBruin23_D1
ParticleSysBone DUSTBONE01 FireBuildingSmall
ParticleSysBone DUSTBONE02 FireBuildingSmall
ParticleSysBone DUSTBONE03 FireBuildingSmall
ParticleSysBone FireMedium01 FireBuildingMedium
ParticleSysBone FireMedium02 FireBuildingMedium
ParticleSysBone FireLarge01 FireBuildingLarge
ParticleSysBone SmokeLarge01 SmokeBuildingLarge
End
ModelConditionState = REALLYDAMAGED
Model = OSBruin23_D2
ParticleSysBone DUSTBONE01 FireBuildingSmall
ParticleSysBone DUSTBONE02 FireBuildingSmall
ParticleSysBone DUSTBONE03 FireBuildingSmall
ParticleSysBone FireMedium01 FireBuildingMedium
ParticleSysBone FireMedium02 FireBuildingMedium
ParticleSysBone FireLarge01 FireBuildingLarge
End
ModelConditionState = RUBBLE
Model = OSBruin23_D2
ParticleSysBone SmokeLarge01 SmokeBuildingLarge
End
ModelConditionState = POST_RUBBLE
Model = None
ParticleSysBone NONE SmokeBuildingMediumRubble
End
ModelConditionState = POST_COLLAPSE
Model = None
ParticleSysBone NONE SmokeBuildingMediumRubble
End
End
; *** AUDIO Parameters ***
SoundOnDamaged = BuildingLightDamageStone
SoundOnReallyDamaged = BuildingHeavyDamageStone
; ***DESIGN parameters ***
DisplayName = OBJECT:Ruins
EditorSorting = STRUCTURE
ArmorSet
Conditions = None
Armor = NoArmor
DamageFX = None
End
; *** ENGINEERING Parameters ***
KindOf = STRUCTURE IMMOBILE CAN_CAST_REFLECTIONS
RadarPriority = STRUCTURE
Body = ActiveBody ModuleTag_03
MaxHealth = 2000.0
MaxHealthDamaged = 1500.0
MaxHealthReallyDamaged = 1000.0
End
; Note that structures with "RUBBLE" states should not use DestroyDie; such buildings are
; never truly destroyed, even when reduced to zero health. Also note that garrisonable
; buildings automatically stick around because GarrisonContain has it's own DieModule
Behavior = SlowDeathBehavior ModuleTag_SlowDeathWithoutRubble
DestructionDelay = 2300
End
Behavior = StructureCollapseUpdate ModuleTag_04
MinCollapseDelay = 000
MaxCollapseDelay = 000
CollapseDamping = .5
MaxShudder = 0.6
MinBurstDelay = 250
MaxBurstDelay = 800
BigBurstFrequency = 4
FXList = INITIAL FX_StructureMediumCollapse
OCL = INITIAL OCL_StructureRubblePileLarge ; creates a rising pile of debris halfway-done
End
Geometry = BOX
GeometryMajorRadius = 22.00
GeometryMinorRadius = 8.8
GeometryHeight = 39.2
GeometryIsSmall = No
;GeometryRotationAnchorOffset = X:1037.871 Y:0
Shadow = SHADOW_VOLUME
End
;------------------------------------------------------------
;------------------------------------------------------------
Object OsgiliathRuin24Snow
SelectPortrait = BPGOsgiliath
; *** ART Parameters ***
Draw = W3DScriptedModelDraw ModuleTag_01
OkToChangeModelColor = Yes
StaticModelLODMode = yes
DefaultModelConditionState
Model = OSBruinSn24
End
; WallBoundsMesh = GBMTWallAPTop
; ---------- destruction states
ModelConditionState = DAMAGED
Model = OSBruin24_D1
ParticleSysBone DUSTBONE01 FireBuildingSmall
ParticleSysBone DUSTBONE02 FireBuildingSmall
ParticleSysBone DUSTBONE03 FireBuildingSmall
ParticleSysBone FireMedium01 FireBuildingMedium
ParticleSysBone FireMedium02 FireBuildingMedium
ParticleSysBone FireLarge01 FireBuildingLarge
ParticleSysBone SmokeLarge01 SmokeBuildingLarge
End
ModelConditionState = REALLYDAMAGED
Model = OSBruin24_D2
ParticleSysBone DUSTBONE01 FireBuildingSmall
ParticleSysBone DUSTBONE02 FireBuildingSmall
ParticleSysBone DUSTBONE03 FireBuildingSmall
ParticleSysBone FireMedium01 FireBuildingMedium
ParticleSysBone FireMedium02 FireBuildingMedium
ParticleSysBone FireLarge01 FireBuildingLarge
End
ModelConditionState = RUBBLE
Model = OSBruin24_D2
ParticleSysBone SmokeLarge01 SmokeBuildingLarge
End
ModelConditionState = POST_RUBBLE
Model = None
ParticleSysBone NONE SmokeBuildingMediumRubble
End
ModelConditionState = POST_COLLAPSE
Model = None
ParticleSysBone NONE SmokeBuildingMediumRubble
End
End
; *** AUDIO Parameters ***
SoundOnDamaged = BuildingLightDamageStone
SoundOnReallyDamaged = BuildingHeavyDamageStone
; ***DESIGN parameters ***
DisplayName = OBJECT:Ruins
EditorSorting = STRUCTURE
ArmorSet
Conditions = None
Armor = NoArmor
DamageFX = None
End
; *** ENGINEERING Parameters ***
KindOf = STRUCTURE IMMOBILE CAN_CAST_REFLECTIONS
RadarPriority = STRUCTURE
Body = ActiveBody ModuleTag_03
MaxHealth = 2000.0
MaxHealthDamaged = 1500.0
MaxHealthReallyDamaged = 1000.0
End
; Note that structures with "RUBBLE" states should not use DestroyDie; such buildings are
; never truly destroyed, even when reduced to zero health. Also note that garrisonable
; buildings automatically stick around because GarrisonContain has it's own DieModule
Behavior = SlowDeathBehavior ModuleTag_SlowDeathWithoutRubble
DestructionDelay = 2500
End
Behavior = StructureCollapseUpdate ModuleTag_04
MinCollapseDelay = 000
MaxCollapseDelay = 000
CollapseDamping = .5
MaxShudder = 0.6
MinBurstDelay = 250
MaxBurstDelay = 800
BigBurstFrequency = 4
FXList = INITIAL FX_StructureMediumCollapse
OCL = INITIAL OCL_StructureRubblePileLarge ; creates a rising pile of debris halfway-done
End
Geometry = BOX
GeometryMajorRadius = 30.80
GeometryMinorRadius = 8.8
GeometryHeight = 41.6
GeometryIsSmall = No
;GeometryRotationAnchorOffset = X:1037.871 Y:0
Shadow = SHADOW_VOLUME
End
;------------------------------------------------------------
Object OsgiliathRubble01Snow
; *** ART Parameters ***
Draw = W3DScriptedModelDraw ModuleTag_01
DefaultModelConditionState
Model = OSBruinRubSn01
End
UseStandardModelNames = Yes
End
; ***DESIGN parameters ***
DisplayName = OBJECT:OsgiliathRubble01Snow
EditorSorting = MISC_MAN_MADE
KindOf = IMMOBILE UNATTACKABLE NOT_AUTOACQUIRABLE CLEARED_BY_BUILD INERT OPTIMIZED_PROP
; *** ENGINEERING Parameters ***
Body = ActiveBody ModuleTag_02
MaxHealth = 1.0
End
Shadow = SHADOW_VOLUME
Behavior = DestroyDie ModuleTag_09
DeathTypes = ALL
End
End
;------------------------------------------------------------
Object OsgiliathRubble02Snow
; *** ART Parameters ***
Draw = W3DScriptedModelDraw ModuleTag_01
DefaultModelConditionState
Model = OSBruinRubSn02
End
UseStandardModelNames = Yes
End
; ***DESIGN parameters ***
DisplayName = OBJECT:OsgiliathRubble02Snow
EditorSorting = MISC_MAN_MADE
KindOf = IMMOBILE UNATTACKABLE NOT_AUTOACQUIRABLE CLEARED_BY_BUILD INERT OPTIMIZED_PROP
; *** ENGINEERING Parameters ***
Body = ActiveBody ModuleTag_02
MaxHealth = 1.0
End
Shadow = SHADOW_VOLUME
Behavior = DestroyDie ModuleTag_09
DeathTypes = ALL
End
End
;------------------------------------------------------------
Object OsgiliathRubble03Snow
; *** ART Parameters ***
Draw = W3DScriptedModelDraw ModuleTag_01
DefaultModelConditionState
Model = OSBruinRubSn03
End
UseStandardModelNames = Yes
End
; ***DESIGN parameters ***
DisplayName = OBJECT:OsgiliathRubble03Snow
EditorSorting = MISC_MAN_MADE
KindOf = IMMOBILE UNATTACKABLE NOT_AUTOACQUIRABLE CLEARED_BY_BUILD INERT OPTIMIZED_PROP
; *** ENGINEERING Parameters ***
Body = ActiveBody ModuleTag_02
MaxHealth = 1.0
End
Shadow = SHADOW_VOLUME
Behavior = DestroyDie ModuleTag_09
DeathTypes = ALL
End
End
;------------------------------------------------------------
Object OsgiliathRubble04Snow
; *** ART Parameters ***
Draw = W3DScriptedModelDraw ModuleTag_01
DefaultModelConditionState
Model = OSBruinRubSn04
End
UseStandardModelNames = Yes
End
; ***DESIGN parameters ***
DisplayName = OBJECT:OsgiliathRubble04Snow
EditorSorting = MISC_MAN_MADE
KindOf = IMMOBILE UNATTACKABLE NOT_AUTOACQUIRABLE CLEARED_BY_BUILD INERT OPTIMIZED_PROP
; *** ENGINEERING Parameters ***
Body = ActiveBody ModuleTag_02
MaxHealth = 1.0
End
Shadow = SHADOW_VOLUME
Behavior = DestroyDie ModuleTag_09
DeathTypes = ALL
End
End