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Text File  |  2006-01-31  |  199KB  |  6,806 lines

  1. ;----------------------------------------------------------------------------------------------
  2. ;
  3. ; FILE: OsgiliathBuildings.ini
  4. ;
  5. ;----------------------------------------------------------------------------------------------
  6.  
  7. Object OsgiliathStairs01
  8.  
  9.   SelectPortrait = BPGOsgiliath
  10.  
  11.   ; *** ART Parameters ***
  12.   Draw = W3DScriptedModelDraw ModuleTag_01
  13.   OkToChangeModelColor = Yes
  14.   
  15.     DefaultModelConditionState
  16.       Model = OSBStairs01
  17.     End
  18. ;    WallBoundsMesh = GBFactionSet1P
  19. ;    RampMesh1 = P1
  20. ;    RampMesh2 = P2
  21. ;    RampMesh3 = P3
  22.   End
  23.   
  24.   ; *** AUDIO Parameters ***
  25.  
  26.   ; ***DESIGN parameters ***
  27.   DisplayName      = OBJECT:Stairs
  28.   EditorSorting   = STRUCTURE
  29.  
  30.   ArmorSet
  31.     Conditions        = None
  32.     Armor             = NoArmor
  33.     DamageFX          = None
  34.   End
  35.  
  36.   ; *** ENGINEERING Parameters ***  
  37.   KindOf                = STRUCTURE IMMOBILE CAN_CAST_REFLECTIONS
  38.   RadarPriority = STRUCTURE
  39.   Body                  = ActiveBody ModuleTag_02
  40.     MaxHealth       = 2000.0
  41.   End
  42.  
  43.   ; Note that structures with "RUBBLE" states should not use DestroyDie; such buildings are 
  44.   ; never truly destroyed, even when reduced to zero health. Also note that garrisonable
  45.   ; buildings automatically stick around because GarrisonContain has it's own DieModule
  46.   Behavior = SlowDeathBehavior ModuleTag_SlowDeathWithoutRubble
  47.       DestructionDelay  = 3000
  48.   End
  49.   
  50.   Geometry              = CYLINDER
  51.   GeometryMajorRadius   = 28.0
  52.   GeometryMinorRadius   = 28.0
  53.   GeometryHeight        = 38.0
  54.   GeometryOffset        = X:10 Y:0 Z:0    
  55.   GeometryIsSmall       = No
  56. ;  Shadow                = SHADOW_VOLUME
  57. End
  58.  
  59. ;----------------------------------------------------------------------------------------------
  60.  
  61. Object OsgiliathStairs02
  62.  
  63.   SelectPortrait = BPGOsgiliath
  64.  
  65.   ; *** ART Parameters ***
  66.   Draw = W3DScriptedModelDraw ModuleTag_01
  67.   OkToChangeModelColor = Yes
  68.   
  69.     DefaultModelConditionState
  70.       Model = OSBStairs02
  71.     End
  72. ;    WallBoundsMesh = GBFactionSet1P
  73. ;    RampMesh1 = P1
  74. ;    RampMesh2 = P2
  75. ;    RampMesh3 = P3
  76.   End
  77.   
  78.   ; *** AUDIO Parameters ***
  79.  
  80.   ; ***DESIGN parameters ***
  81.   DisplayName      = OBJECT:Stairs
  82.   EditorSorting   = STRUCTURE
  83.  
  84.   ArmorSet
  85.     Conditions        = None
  86.     Armor             = NoArmor
  87.     DamageFX          = None
  88.   End
  89.  
  90.   ; *** ENGINEERING Parameters ***  
  91.   KindOf                = STRUCTURE IMMOBILE CAN_CAST_REFLECTIONS 
  92.   RadarPriority = STRUCTURE
  93.   Body                  = ActiveBody ModuleTag_02
  94.     MaxHealth       = 2000.0
  95.   End
  96.  
  97.   ; Note that structures with "RUBBLE" states should not use DestroyDie; such buildings are 
  98.   ; never truly destroyed, even when reduced to zero health. Also note that garrisonable
  99.   ; buildings automatically stick around because GarrisonContain has it's own DieModule
  100.   Behavior = SlowDeathBehavior ModuleTag_SlowDeathWithoutRubble
  101.       DestructionDelay  = 3000
  102.   End
  103.   
  104.   Geometry              = BOX
  105.   GeometryMajorRadius   = 15.0
  106.   GeometryMinorRadius   = 32.5
  107.   GeometryHeight        = 12.0
  108.   GeometryOffset        = X:70 Y:-19 Z:0      
  109.   
  110.   AdditionalGeometry    = BOX
  111.   GeometryMajorRadius   = 50.0
  112.   GeometryMinorRadius   = 17.5
  113.   GeometryHeight        = 30.0
  114.   GeometryOffset        = X:40 Y:-36 Z:0      
  115.   
  116.   AdditionalGeometry    = BOX
  117.   GeometryMajorRadius   = 18.0
  118.   GeometryMinorRadius   = 18.0
  119.   GeometryHeight        = 60.0
  120.   GeometryOffset        = X:9 Y:-39 Z:0      
  121.   
  122.   GeometryIsSmall       = No
  123. ;  Shadow                = SHADOW_VOLUME
  124. End
  125.  
  126. ;----------------------------------------------------------------------------------------------
  127.  
  128. Object OsgiliathStairs03
  129.  
  130.   SelectPortrait = BPGOsgiliath
  131.  
  132.   ; *** ART Parameters ***
  133.   Draw = W3DScriptedModelDraw ModuleTag_01
  134.   OkToChangeModelColor = Yes
  135.   
  136.     DefaultModelConditionState
  137.       Model = OSBStairs03
  138.     End
  139. ;    WallBoundsMesh = GBFactionSet1P
  140.  ;   RampMesh1 = P1
  141. ;    RampMesh2 = P2
  142. ;    RampMesh3 = P3
  143.   End
  144.   
  145.   ; *** AUDIO Parameters ***
  146.  
  147.   ; ***DESIGN parameters ***
  148.   DisplayName      = OBJECT:Stairs
  149.   EditorSorting   = STRUCTURE
  150.  
  151.   ArmorSet
  152.     Conditions        = None
  153.     Armor             = NoArmor
  154.     DamageFX          = None
  155.   End
  156.  
  157.   ; *** ENGINEERING Parameters ***  
  158.   KindOf                = STRUCTURE IMMOBILE CAN_CAST_REFLECTIONS 
  159.   RadarPriority = STRUCTURE
  160.   Body                  = ActiveBody ModuleTag_03
  161.     MaxHealth       = 2000.0
  162.   End
  163.  
  164.   ; Note that structures with "RUBBLE" states should not use DestroyDie; such buildings are 
  165.   ; never truly destroyed, even when reduced to zero health. Also note that garrisonable
  166.   ; buildings automatically stick around because GarrisonContain has it's own DieModule
  167.   Behavior = SlowDeathBehavior ModuleTag_SlowDeathWithoutRubble
  168.       DestructionDelay  = 3000
  169.   End
  170.   
  171.   Geometry              = BOX
  172.   GeometryMajorRadius   = 20.0
  173.   GeometryMinorRadius   = 37.5
  174.   GeometryHeight        = 30.0
  175.   GeometryOffset        = X:0 Y:-3 Z:0      
  176.   
  177.   GeometryIsSmall       = No
  178. ;  Shadow                = SHADOW_VOLUME
  179. End
  180.  
  181. ;------------------------------------------------------------
  182. Object OsgiliathPillar01
  183.  
  184.     SelectPortrait = BPGOsgiliath
  185.  
  186.     ; *** ART Parameters ***
  187.         Draw = W3DScriptedModelDraw ModuleTag_01
  188.             OkToChangeModelColor = Yes
  189.             
  190.             StaticModelLODMode = yes
  191.             
  192.             DefaultModelConditionState
  193.                 Model = OSPillar01
  194.             End
  195.         
  196.         ;    WallBoundsMesh = GBMTWallAPTop
  197.         End
  198.  
  199.  
  200.     ; *** AUDIO Parameters ***
  201.  
  202.     SoundOnDamaged            = BuildingLightDamageStone
  203.     SoundOnReallyDamaged        = BuildingHeavyDamageStone
  204.  
  205.  
  206.     ; ***DESIGN parameters ***
  207.  
  208.         DisplayName      = OBJECT:Pillar
  209.         EditorSorting   = STRUCTURE
  210.  
  211.         ArmorSet
  212.             Conditions        = None
  213.             Armor             = NoArmor
  214.             DamageFX          = None
  215.         End
  216.  
  217.     ; *** ENGINEERING Parameters ***  
  218.         KindOf                = STRUCTURE IMMOBILE CAN_CAST_REFLECTIONS 
  219.         RadarPriority = STRUCTURE
  220.         Body                  = ActiveBody ModuleTag_03
  221.             MaxHealth       = 2000.0
  222.         End
  223.  
  224.     Behavior = SlowDeathBehavior ModuleTag_SlowDeathWithoutRubble
  225.         DestructionDelay  = 2100
  226.     End
  227.           
  228.         Geometry              = BOX
  229.         GeometryMajorRadius   = 19.2
  230.         GeometryMinorRadius   = 8.40
  231.         GeometryHeight        = 6.4
  232.         GeometryIsSmall       = No
  233.         Shadow                = SHADOW_VOLUME
  234.     End
  235. ;------------------------------------------------------------
  236. ;------------------------------------------------------------
  237. Object OsgiliathPillar02
  238.  
  239. SelectPortrait = BPGOsgiliath
  240.  
  241.     ; *** ART Parameters ***
  242.         Draw = W3DScriptedModelDraw ModuleTag_01
  243.             OkToChangeModelColor = Yes
  244.             
  245.             StaticModelLODMode = yes
  246.             
  247.             DefaultModelConditionState
  248.                 Model = OSPillar02
  249.             End
  250.         
  251.         ;    WallBoundsMesh = GBMTWallAPTop
  252.         End
  253.  
  254.  
  255.     ; *** AUDIO Parameters ***
  256.  
  257.     SoundOnDamaged            = BuildingLightDamageStone
  258.     SoundOnReallyDamaged        = BuildingHeavyDamageStone
  259.  
  260.  
  261.     ; ***DESIGN parameters ***
  262.  
  263.         DisplayName      = OBJECT:Pillar
  264.         EditorSorting   = STRUCTURE
  265.  
  266.         ArmorSet
  267.             Conditions        = None
  268.             Armor             = NoArmor
  269.             DamageFX          = None
  270.         End
  271.  
  272.     ; *** ENGINEERING Parameters ***  
  273.         KindOf                = STRUCTURE IMMOBILE CAN_CAST_REFLECTIONS 
  274.         RadarPriority = STRUCTURE
  275.         Body                  = ActiveBody ModuleTag_03
  276.             MaxHealth       = 2000.0
  277.         End
  278.  
  279.         Behavior = SlowDeathBehavior ModuleTag_SlowDeathWithoutRubble
  280.             DestructionDelay  = 2100
  281.         End
  282.           
  283.         Geometry              = BOX
  284.         GeometryMajorRadius   = 8.40
  285.         GeometryMinorRadius   = 15.2
  286.         GeometryHeight        = 28.8
  287.         GeometryIsSmall       = No
  288.         ;GeometryRotationAnchorOffset = X:1037.871 Y:0
  289.         Shadow                = SHADOW_VOLUME
  290.     End
  291. ;------------------------------------------------------------
  292.  
  293. ;------------------------------------------------------------
  294. Object OsgiliathRuin01
  295.  
  296.     SelectPortrait = BPGOsgiliath
  297.  
  298.     ; *** ART Parameters ***
  299.         Draw = W3DScriptedModelDraw ModuleTag_01
  300.             OkToChangeModelColor = Yes
  301.             
  302.             StaticModelLODMode = yes
  303.             
  304.             DefaultModelConditionState
  305.                 Model = OSBruin01
  306.             End
  307.         
  308.         ;    WallBoundsMesh = GBMTWallAPTop
  309.         
  310.      ModelConditionState  = DAMAGED
  311.       Model         = OSBruin01_D1
  312.       ParticleSysBone DUSTBONE01 FireBuildingSmall
  313.       ParticleSysBone DUSTBONE02 FireBuildingSmall
  314.       ParticleSysBone DUSTBONE03 FireBuildingSmall
  315.       ParticleSysBone FireMedium01 FireBuildingMedium
  316.       ParticleSysBone FireMedium02 FireBuildingMedium
  317.       ParticleSysBone FireLarge01 FireBuildingLarge
  318.       ParticleSysBone SmokeLarge01 SmokeBuildingLarge
  319.     
  320.     End
  321.  
  322.     ModelConditionState  = REALLYDAMAGED
  323.       Model         = OSBruin01_D2
  324.       ParticleSysBone DUSTBONE01 FireBuildingSmall
  325.       ParticleSysBone DUSTBONE02 FireBuildingSmall
  326.       ParticleSysBone DUSTBONE03 FireBuildingSmall
  327.       ParticleSysBone FireMedium01 FireBuildingMedium
  328.       ParticleSysBone FireMedium02 FireBuildingMedium
  329.       ParticleSysBone FireLarge01 FireBuildingLarge
  330.     
  331.     End
  332.     
  333.     ModelConditionState  = RUBBLE
  334.       Model         = OSBruin01_D2
  335.       ParticleSysBone SmokeLarge01 SmokeBuildingLarge
  336.     End
  337.  
  338.     ModelConditionState  = POST_RUBBLE
  339.       Model         = None
  340.       ParticleSysBone NONE SmokeBuildingMediumRubble
  341.     End
  342.  
  343.     ModelConditionState  = POST_COLLAPSE
  344.       Model         = None
  345.       ParticleSysBone NONE SmokeBuildingMediumRubble
  346.     End
  347.     
  348.  
  349.         End
  350.  
  351.  
  352.     ; *** AUDIO Parameters ***
  353.  
  354.     SoundOnDamaged            = BuildingLightDamageStone
  355.     SoundOnReallyDamaged        = BuildingHeavyDamageStone
  356.  
  357.  
  358.     ; ***DESIGN parameters ***
  359.  
  360.         DisplayName      = OBJECT:Ruins
  361.         EditorSorting   = STRUCTURE
  362.  
  363.         ArmorSet
  364.             Conditions        = None
  365.             Armor             = NoArmor
  366.             DamageFX          = None
  367.         End
  368.  
  369. ; *** ENGINEERING Parameters ***  
  370.  
  371.         KindOf                = STRUCTURE IMMOBILE CAN_CAST_REFLECTIONS 
  372.         RadarPriority = STRUCTURE
  373.         Body                  = ActiveBody ModuleTag_03
  374.             MaxHealth                = 2000.0
  375.             MaxHealthDamaged          = 1500.0
  376.             MaxHealthReallyDamaged     = 1000.0
  377.         End
  378.  
  379.     Behavior = SlowDeathBehavior ModuleTag_SlowDeathWithoutRubble
  380.         DestructionDelay  = 3000
  381.     End
  382.  
  383.   Behavior                  = StructureCollapseUpdate ModuleTag_04
  384.     MinCollapseDelay        = 000
  385.     MaxCollapseDelay        = 000
  386.     CollapseDamping         = .5
  387.     MaxShudder              = 0.6
  388.     MinBurstDelay           = 250
  389.     MaxBurstDelay           = 800
  390.     BigBurstFrequency       = 4
  391.     FXList                  = INITIAL   FX_StructureMediumCollapse
  392.  
  393.   End
  394.  
  395.   
  396.   
  397.   
  398.           Geometry              = BOX
  399.         GeometryMajorRadius   = 40.0
  400.         GeometryMinorRadius   = 42.4
  401.         GeometryHeight        = 72.8
  402.         GeometryIsSmall       = No
  403.         ;GeometryRotationAnchorOffset = X:1037.871 Y:0
  404.         Shadow                = SHADOW_VOLUME
  405.     End
  406. ;------------------------------------------------------------
  407.  
  408.  
  409. ;------------------------------------------------------------
  410. Object OsgiliathRuin02
  411.  
  412.     SelectPortrait = BPGOsgiliath
  413.  
  414.     ; *** ART Parameters ***
  415.         Draw = W3DScriptedModelDraw ModuleTag_01
  416.             OkToChangeModelColor = Yes
  417.             
  418.             StaticModelLODMode = yes
  419.             
  420.             DefaultModelConditionState
  421.                 Model = OSBruin02
  422.             End
  423.         
  424.         ;    WallBoundsMesh = GBMTWallAPTop
  425.         
  426.     
  427.      ModelConditionState  = DAMAGED
  428.       Model         = OSBruin02_D1
  429.       ParticleSysBone DUSTBONE01 FireBuildingSmall
  430.       ParticleSysBone DUSTBONE02 FireBuildingSmall
  431.       ParticleSysBone DUSTBONE03 FireBuildingSmall
  432.       ParticleSysBone FireMedium01 FireBuildingMedium
  433.       ParticleSysBone FireMedium02 FireBuildingMedium
  434.       ParticleSysBone FireLarge01 FireBuildingLarge
  435.       ParticleSysBone SmokeLarge01 SmokeBuildingLarge
  436.     
  437.     End
  438.  
  439.     ModelConditionState  = REALLYDAMAGED
  440.       Model         = OSBruin02_D2
  441.       ParticleSysBone DUSTBONE01 FireBuildingSmall
  442.       ParticleSysBone DUSTBONE02 FireBuildingSmall
  443.       ParticleSysBone DUSTBONE03 FireBuildingSmall
  444.       ParticleSysBone FireMedium01 FireBuildingMedium
  445.       ParticleSysBone FireMedium02 FireBuildingMedium
  446.       ParticleSysBone FireLarge01 FireBuildingLarge
  447.     
  448.     End
  449.     
  450.     ModelConditionState  = RUBBLE
  451.       Model         = OSBruin02_D2
  452.       ParticleSysBone SmokeLarge01 SmokeBuildingLarge
  453.     End
  454.  
  455.     ModelConditionState  = POST_RUBBLE
  456.       Model         = None
  457.       ParticleSysBone NONE SmokeBuildingMediumRubble
  458.     End
  459.  
  460.     ModelConditionState  = POST_COLLAPSE
  461.       Model         = None
  462.       ParticleSysBone NONE SmokeBuildingMediumRubble
  463.     End
  464.     
  465.  
  466.         End
  467.  
  468.  
  469.     ; *** AUDIO Parameters ***
  470.  
  471.     SoundOnDamaged            = BuildingLightDamageStone
  472.     SoundOnReallyDamaged        = BuildingHeavyDamageStone
  473.  
  474.  
  475.     ; ***DESIGN parameters ***
  476.  
  477.         DisplayName      = OBJECT:Ruins
  478.         EditorSorting   = STRUCTURE
  479.  
  480.         ArmorSet
  481.             Conditions        = None
  482.             Armor             = NoArmor
  483.             DamageFX          = None
  484.         End
  485.  
  486. ; *** ENGINEERING Parameters ***  
  487.         KindOf                = STRUCTURE IMMOBILE CAN_CAST_REFLECTIONS 
  488.         RadarPriority = STRUCTURE
  489.         Body                  = ActiveBody ModuleTag_03
  490.             MaxHealth                = 2000.0
  491.             MaxHealthDamaged          = 1500.0
  492.             MaxHealthReallyDamaged     = 1000.0
  493.         End
  494.  
  495.     Behavior = SlowDeathBehavior ModuleTag_SlowDeathWithoutRubble
  496.       DestructionDelay  = 4000
  497.     End
  498.  
  499.   Behavior                  = StructureCollapseUpdate ModuleTag_04
  500.     MinCollapseDelay        = 000
  501.     MaxCollapseDelay        = 000
  502.     CollapseDamping         = .5
  503.     MaxShudder              = 0.6
  504.     MinBurstDelay           = 250
  505.     MaxBurstDelay           = 800
  506.     BigBurstFrequency       = 4
  507.     FXList                  = INITIAL   FX_StructureMediumCollapse
  508.     OCL                        = INITIAL    OCL_StructureRubblePileLarge ; creates a rising pile of debris halfway-done
  509.  
  510.   End
  511.  
  512.   
  513.           Geometry              = BOX
  514.         GeometryMajorRadius   = 40.0
  515.         GeometryMinorRadius   = 30.4
  516.         GeometryHeight        = 51.2
  517.         GeometryIsSmall       = No
  518.         ;GeometryRotationAnchorOffset = X:1037.871 Y:0
  519.         Shadow                = SHADOW_VOLUME
  520.     End
  521. ;------------------------------------------------------------
  522.  
  523.  
  524. ;------------------------------------------------------------
  525. Object OsgiliathRuin03
  526.  
  527.     SelectPortrait = BPGOsgiliath
  528.  
  529.     ; *** ART Parameters ***
  530.         Draw = W3DScriptedModelDraw ModuleTag_01
  531.             OkToChangeModelColor = Yes
  532.             
  533.             StaticModelLODMode = yes
  534.             
  535.             DefaultModelConditionState
  536.                 Model = OSBruin03
  537.             End
  538.         
  539.         ;    WallBoundsMesh = GBMTWallAPTop
  540.         
  541.         ; ---------- destruction states
  542.      ModelConditionState  = DAMAGED
  543.       Model         = OSBruin03_D1
  544.       ParticleSysBone DUSTBONE01 FireBuildingSmall
  545.       ParticleSysBone DUSTBONE02 FireBuildingSmall
  546.       ParticleSysBone DUSTBONE03 FireBuildingSmall
  547.       ParticleSysBone FireMedium01 FireBuildingMedium
  548.       ParticleSysBone FireMedium02 FireBuildingMedium
  549.       ParticleSysBone FireLarge01 FireBuildingLarge
  550.       ParticleSysBone SmokeLarge01 SmokeBuildingLarge
  551.     
  552.     End
  553.  
  554.     ModelConditionState  = REALLYDAMAGED
  555.       Model         = OSBruin03_D1
  556.       ParticleSysBone DUSTBONE01 FireBuildingSmall
  557.       ParticleSysBone DUSTBONE02 FireBuildingSmall
  558.       ParticleSysBone DUSTBONE03 FireBuildingSmall
  559.       ParticleSysBone FireMedium01 FireBuildingMedium
  560.       ParticleSysBone FireMedium02 FireBuildingMedium
  561.       ParticleSysBone FireLarge01 FireBuildingLarge
  562.     
  563.     End
  564.     
  565.     ModelConditionState  = RUBBLE
  566.       Model         = OSBruin03_D1
  567.       ParticleSysBone SmokeLarge01 SmokeBuildingLarge
  568.     End
  569.  
  570.     ModelConditionState  = POST_RUBBLE
  571.       Model         = None
  572.       ParticleSysBone NONE SmokeBuildingMediumRubble
  573.     End
  574.  
  575.     ModelConditionState  = POST_COLLAPSE
  576.       Model         = None
  577.       ParticleSysBone NONE SmokeBuildingMediumRubble
  578.     End
  579.     
  580.  
  581.         End
  582.  
  583.  
  584.     ; *** AUDIO Parameters ***
  585.  
  586.     SoundOnDamaged            = BuildingLightDamageStone
  587.     SoundOnReallyDamaged        = BuildingHeavyDamageStone
  588.  
  589.  
  590.     ; ***DESIGN parameters ***
  591.  
  592.         DisplayName      = OBJECT:Ruins
  593.         EditorSorting   = STRUCTURE
  594.  
  595.         ArmorSet
  596.             Conditions        = None
  597.             Armor             = NoArmor
  598.             DamageFX          = None
  599.         End
  600.  
  601. ; *** ENGINEERING Parameters ***  
  602.         KindOf                = STRUCTURE IMMOBILE CAN_CAST_REFLECTIONS 
  603.         RadarPriority = STRUCTURE
  604.         Body                  = ActiveBody ModuleTag_03
  605.             MaxHealth                = 2000.0
  606.             MaxHealthDamaged          = 1500.0
  607.             MaxHealthReallyDamaged     = 1000.0
  608.         End
  609.  
  610.     Behavior = SlowDeathBehavior ModuleTag_SlowDeathWithoutRubble
  611.         DestructionDelay  = 3000
  612.     End
  613.  
  614.     Behavior                  = StructureCollapseUpdate ModuleTag_04
  615.         MinCollapseDelay        = 000
  616.         MaxCollapseDelay        = 000
  617.         CollapseDamping         = .5
  618.         MaxShudder              = 0.6
  619.         MinBurstDelay           = 250
  620.         MaxBurstDelay           = 800
  621.         BigBurstFrequency       = 4
  622.         FXList                  = INITIAL   FX_StructureMediumCollapse
  623.         OCL                        = INITIAL    OCL_StructureRubblePileLarge ; creates a rising pile of debris halfway-done
  624.  
  625.     End
  626.  
  627.  
  628.   
  629.           Geometry              = BOX
  630.         GeometryMajorRadius   = 6.8
  631.         GeometryMinorRadius   = 53.80
  632.         GeometryHeight        = 40.8
  633.         GeometryIsSmall       = No
  634.         GeometryOffset = X:7 Y:-19 Z:0
  635.     
  636.         AdditionalGeometry    = BOX
  637.         GeometryMajorRadius   = 54.0
  638.         GeometryMinorRadius   = 6.0
  639.         GeometryHeight        = 35.0
  640.         GeometryOffset        = X:8 Y:28 Z:0
  641.         
  642.         ;GeometryRotationAnchorOffset = X:1037.871 Y:0
  643.         Shadow                = SHADOW_VOLUME
  644.     End
  645. ;------------------------------------------------------------
  646.  
  647.  
  648. ;------------------------------------------------------------
  649. Object OsgiliathRuin04
  650.  
  651.     SelectPortrait = BPGOsgiliath
  652.  
  653.     ; *** ART Parameters ***
  654.         Draw = W3DScriptedModelDraw ModuleTag_01
  655.             OkToChangeModelColor = Yes
  656.             
  657.             StaticModelLODMode = yes
  658.             
  659.             DefaultModelConditionState
  660.                 Model = OSBruin04
  661.             End
  662.         
  663.         ;    WallBoundsMesh = GBMTWallAPTop
  664.         
  665.         ; ---------- destruction states
  666.     
  667.      ModelConditionState  = DAMAGED
  668.       Model         = OSBruin04_D1
  669.       ParticleSysBone DUSTBONE01 FireBuildingSmall
  670.       ParticleSysBone DUSTBONE02 FireBuildingSmall
  671.       ParticleSysBone DUSTBONE03 FireBuildingSmall
  672.       ParticleSysBone FireMedium01 FireBuildingMedium
  673.       ParticleSysBone FireMedium02 FireBuildingMedium
  674.       ParticleSysBone FireLarge01 FireBuildingLarge
  675.       ParticleSysBone SmokeLarge01 SmokeBuildingLarge
  676.     
  677.     End
  678.  
  679.     ModelConditionState  = REALLYDAMAGED
  680.       Model         = OSBruin04_D1
  681.       ParticleSysBone DUSTBONE01 FireBuildingSmall
  682.       ParticleSysBone DUSTBONE02 FireBuildingSmall
  683.       ParticleSysBone DUSTBONE03 FireBuildingSmall
  684.       ParticleSysBone FireMedium01 FireBuildingMedium
  685.       ParticleSysBone FireMedium02 FireBuildingMedium
  686.       ParticleSysBone FireLarge01 FireBuildingLarge
  687.     
  688.     End
  689.     
  690.     ModelConditionState  = RUBBLE
  691.       Model         = OSBruin04_D1
  692.       ParticleSysBone SmokeLarge01 SmokeBuildingLarge
  693.     End
  694.  
  695.     ModelConditionState  = POST_RUBBLE
  696.       Model         = None
  697.       ParticleSysBone NONE SmokeBuildingMediumRubble
  698.     End
  699.  
  700.     ModelConditionState  = POST_COLLAPSE
  701.       Model         = None
  702.       ParticleSysBone NONE SmokeBuildingMediumRubble
  703.     End
  704.     
  705.  
  706.         End
  707.  
  708.  
  709.     ; *** AUDIO Parameters ***
  710.  
  711.     SoundOnDamaged            = BuildingLightDamageStone
  712.     SoundOnReallyDamaged        = BuildingHeavyDamageStone
  713.  
  714.  
  715.     ; ***DESIGN parameters ***
  716.  
  717.         DisplayName      = OBJECT:Ruins
  718.         EditorSorting   = STRUCTURE
  719.  
  720.         ArmorSet
  721.             Conditions        = None
  722.             Armor             = NoArmor
  723.             DamageFX          = None
  724.         End
  725.  
  726. ; *** ENGINEERING Parameters ***  
  727.         KindOf                = STRUCTURE IMMOBILE CAN_CAST_REFLECTIONS 
  728.         RadarPriority = STRUCTURE
  729.         Body                  = ActiveBody ModuleTag_03
  730.             MaxHealth                = 2000.0
  731.             MaxHealthDamaged          = 1500.0
  732.             MaxHealthReallyDamaged     = 1000.0
  733.         End
  734.  
  735.     Behavior = SlowDeathBehavior ModuleTag_SlowDeathWithoutRubble
  736.         DestructionDelay  = 3000
  737.     End
  738.  
  739.     Behavior                  = StructureCollapseUpdate ModuleTag_04
  740.         MinCollapseDelay        = 000
  741.         MaxCollapseDelay        = 000
  742.         CollapseDamping         = .5
  743.         MaxShudder              = 0.6
  744.         MinBurstDelay           = 250
  745.         MaxBurstDelay           = 800
  746.         BigBurstFrequency       = 4
  747.         FXList                  = INITIAL   FX_StructureMediumCollapse
  748.         OCL                        = INITIAL    OCL_StructureRubblePileLarge ; creates a rising pile of debris halfway-done
  749.  
  750.     End
  751.  
  752.   
  753.  
  754.           Geometry              = BOX
  755.         GeometryMajorRadius   = 33.20
  756.         GeometryMinorRadius   = 28.40
  757.         GeometryHeight        = 51.2
  758.         GeometryIsSmall       = No
  759.         ;GeometryRotationAnchorOffset = X:1037.871 Y:0
  760.         Shadow                = SHADOW_VOLUME
  761.     End
  762. ;------------------------------------------------------------
  763.  
  764.  
  765.  
  766. ;------------------------------------------------------------
  767. Object OsgiliathRuin05
  768.  
  769.     SelectPortrait = BPGOsgiliath
  770.  
  771.     ; *** ART Parameters ***
  772.         Draw = W3DScriptedModelDraw ModuleTag_01
  773.             OkToChangeModelColor = Yes
  774.             
  775.             StaticModelLODMode = yes
  776.             
  777.             DefaultModelConditionState
  778.                 Model = OSBruin05
  779.             End
  780.         
  781.         ;    WallBoundsMesh = GBMTWallAPTop
  782.         
  783.         ; ---------- destruction states
  784.    
  785.      ModelConditionState  = DAMAGED
  786.       Model         = OSBruin05_D1
  787.       ParticleSysBone DUSTBONE01 FireBuildingSmall
  788.       ParticleSysBone DUSTBONE02 FireBuildingSmall
  789.       ParticleSysBone DUSTBONE03 FireBuildingSmall
  790.       ParticleSysBone FireMedium01 FireBuildingMedium
  791.       ParticleSysBone FireMedium02 FireBuildingMedium
  792.       ParticleSysBone FireLarge01 FireBuildingLarge
  793.       ParticleSysBone SmokeLarge01 SmokeBuildingLarge
  794.     
  795.     End
  796.  
  797.     ModelConditionState  = REALLYDAMAGED
  798.       Model         = OSBruin05_D2
  799.       ParticleSysBone DUSTBONE01 FireBuildingSmall
  800.       ParticleSysBone DUSTBONE02 FireBuildingSmall
  801.       ParticleSysBone DUSTBONE03 FireBuildingSmall
  802.       ParticleSysBone FireMedium01 FireBuildingMedium
  803.       ParticleSysBone FireMedium02 FireBuildingMedium
  804.       ParticleSysBone FireLarge01 FireBuildingLarge
  805.     
  806.     End
  807.     
  808.     ModelConditionState  = RUBBLE
  809.       Model         = OSBruin05_D2
  810.       ParticleSysBone SmokeLarge01 SmokeBuildingLarge
  811.     End
  812.  
  813.     ModelConditionState  = POST_RUBBLE
  814. Model         = None
  815.       ParticleSysBone NONE SmokeBuildingMediumRubble
  816.     End
  817.  
  818.     ModelConditionState  = POST_COLLAPSE
  819.       Model         = None
  820.       ParticleSysBone NONE SmokeBuildingMediumRubble
  821.     End
  822.     
  823.  
  824.         End
  825.  
  826.  
  827.     ; *** AUDIO Parameters ***
  828.  
  829.     SoundOnDamaged            = BuildingLightDamageStone
  830.     SoundOnReallyDamaged        = BuildingHeavyDamageStone
  831.  
  832.  
  833.     ; ***DESIGN parameters ***
  834.  
  835.         DisplayName      = OBJECT:Ruins
  836.         EditorSorting   = STRUCTURE
  837.  
  838.         ArmorSet
  839.             Conditions        = None
  840.             Armor             = NoArmor
  841.             DamageFX          = None
  842.         End
  843.  
  844. ; *** ENGINEERING Parameters ***  
  845.         KindOf                = STRUCTURE IMMOBILE CAN_CAST_REFLECTIONS 
  846.         RadarPriority = STRUCTURE
  847.         Body                  = ActiveBody ModuleTag_03
  848.             MaxHealth                = 2000.0
  849.             MaxHealthDamaged          = 1500.0
  850.             MaxHealthReallyDamaged     = 1000.0
  851.         End
  852.  
  853.         ; Note that structures with "RUBBLE" states should not use DestroyDie; such buildings are 
  854.         ; never truly destroyed, even when reduced to zero health. Also note that garrisonable
  855.         ; buildings automatically stick around because GarrisonContain has it's own DieModule
  856.     Behavior = SlowDeathBehavior ModuleTag_SlowDeathWithoutRubble
  857.         DestructionDelay  = 3000
  858.     End
  859.  
  860.     Behavior                  = StructureCollapseUpdate ModuleTag_04
  861.         MinCollapseDelay        = 000
  862.         MaxCollapseDelay        = 000
  863.         CollapseDamping         = .5
  864.         MaxShudder              = 0.6
  865.         MinBurstDelay           = 250
  866.         MaxBurstDelay           = 800
  867.         BigBurstFrequency       = 4
  868.         FXList                  = INITIAL   FX_StructureMediumCollapse
  869.         OCL                        = INITIAL    OCL_StructureRubblePileLarge ; creates a rising pile of debris halfway-done
  870.  
  871.     End
  872.  
  873.   
  874.   
  875.           Geometry              = BOX
  876.         GeometryMajorRadius   = 33.6
  877.         GeometryMinorRadius   = 9.20
  878.         GeometryHeight        = 32.0
  879.         GeometryIsSmall       = No
  880.         ;GeometryRotationAnchorOffset = X:1037.871 Y:0
  881.         Shadow                = SHADOW_VOLUME
  882.     End
  883. ;------------------------------------------------------------
  884.  
  885.  
  886. ;------------------------------------------------------------
  887. Object OsgiliathRuin06
  888.  
  889.     SelectPortrait = BPGOsgiliath
  890.  
  891.     ; *** ART Parameters ***
  892.         Draw = W3DScriptedModelDraw ModuleTag_01
  893.             OkToChangeModelColor = Yes
  894.             
  895.             StaticModelLODMode = yes
  896.             
  897.             DefaultModelConditionState
  898.                 Model = OSBruin06
  899.             End
  900.         
  901.         ;    WallBoundsMesh = GBMTWallAPTop
  902.         
  903.         ; ---------- destruction states
  904.    
  905.      ModelConditionState  = DAMAGED
  906.       Model         = OSBruin06_D1
  907.       ParticleSysBone DUSTBONE01 FireBuildingSmall
  908.       ParticleSysBone DUSTBONE02 FireBuildingSmall
  909.       ParticleSysBone DUSTBONE03 FireBuildingSmall
  910.       ParticleSysBone FireMedium01 FireBuildingMedium
  911.       ParticleSysBone FireMedium02 FireBuildingMedium
  912.       ParticleSysBone FireLarge01 FireBuildingLarge
  913.       ParticleSysBone SmokeLarge01 SmokeBuildingLarge
  914.     
  915.     End
  916.  
  917.     ModelConditionState  = REALLYDAMAGED
  918.       Model         = OSBruin06_D2
  919.       ParticleSysBone DUSTBONE01 FireBuildingSmall
  920.       ParticleSysBone DUSTBONE02 FireBuildingSmall
  921.       ParticleSysBone DUSTBONE03 FireBuildingSmall
  922.       ParticleSysBone FireMedium01 FireBuildingMedium
  923.       ParticleSysBone FireMedium02 FireBuildingMedium
  924.       ParticleSysBone FireLarge01 FireBuildingLarge
  925.     
  926.     End
  927.     
  928.     ModelConditionState  = RUBBLE
  929.       Model         = OSBruin06_D2
  930.       ParticleSysBone SmokeLarge01 SmokeBuildingLarge
  931.     End
  932.  
  933.     ModelConditionState  = POST_RUBBLE
  934.       Model         = None
  935.       ParticleSysBone NONE SmokeBuildingMediumRubble
  936.     End
  937.  
  938.     ModelConditionState  = POST_COLLAPSE
  939.       Model         = None
  940.       ParticleSysBone NONE SmokeBuildingMediumRubble
  941.     End
  942.     
  943.  
  944.         End
  945.  
  946.  
  947.     ; *** AUDIO Parameters ***
  948.  
  949.     SoundOnDamaged            = BuildingLightDamageStone
  950.     SoundOnReallyDamaged        = BuildingHeavyDamageStone
  951.  
  952.  
  953.     ; ***DESIGN parameters ***
  954.  
  955.         DisplayName      = OBJECT:Ruins
  956.         EditorSorting   = STRUCTURE
  957.  
  958.         ArmorSet
  959.             Conditions        = None
  960.             Armor             = NoArmor
  961.             DamageFX          = None
  962.         End
  963.  
  964. ; *** ENGINEERING Parameters ***  
  965.         KindOf                = STRUCTURE IMMOBILE CAN_CAST_REFLECTIONS 
  966.         RadarPriority = STRUCTURE
  967.         Body                  = ActiveBody ModuleTag_03
  968.             MaxHealth                = 2000.0
  969.             MaxHealthDamaged          = 1500.0
  970.             MaxHealthReallyDamaged     = 1000.0
  971.         End
  972.  
  973.         ; Note that structures with "RUBBLE" states should not use DestroyDie; such buildings are 
  974.         ; never truly destroyed, even when reduced to zero health. Also note that garrisonable
  975.         ; buildings automatically stick around because GarrisonContain has it's own DieModule
  976.         Behavior = SlowDeathBehavior ModuleTag_SlowDeathWithoutRubble
  977.       DestructionDelay  = 2500
  978.         End
  979.  
  980.   Behavior                  = StructureCollapseUpdate ModuleTag_04
  981.     MinCollapseDelay        = 000
  982.     MaxCollapseDelay        = 000
  983.     CollapseDamping         = .5
  984.     MaxShudder              = 0.6
  985.     MinBurstDelay           = 250
  986.     MaxBurstDelay           = 800
  987.     BigBurstFrequency       = 4
  988.     FXList                  = INITIAL   FX_StructureMediumCollapse
  989.     OCL                        = INITIAL    OCL_StructureRubblePileLarge ; creates a rising pile of debris halfway-done
  990.  
  991.   End
  992.  
  993.   
  994.  
  995.           Geometry              = BOX
  996.         GeometryMajorRadius   = 10.80
  997.         GeometryMinorRadius   = 6.80
  998.         GeometryHeight        = 25.20
  999.         GeometryIsSmall       = No
  1000.         ;GeometryRotationAnchorOffset = X:1037.871 Y:0
  1001.         Shadow                = SHADOW_VOLUME
  1002.     End
  1003. ;------------------------------------------------------------
  1004.  
  1005.  
  1006. ;------------------------------------------------------------
  1007. Object OsgiliathRuin07
  1008.  
  1009.     SelectPortrait = BPGOsgiliath
  1010.  
  1011.     ; *** ART Parameters ***
  1012.         Draw = W3DScriptedModelDraw ModuleTag_01
  1013.             OkToChangeModelColor = Yes
  1014.             
  1015.             StaticModelLODMode = yes
  1016.             
  1017.             DefaultModelConditionState
  1018.                 Model = OSBruin07
  1019.             End
  1020.         
  1021.         ;    WallBoundsMesh = GBMTWallAPTop
  1022.         
  1023.         ; ---------- destruction states
  1024.     
  1025.      ModelConditionState  = DAMAGED
  1026.       Model         = OSBruin07_D1
  1027.       ParticleSysBone DUSTBONE01 FireBuildingSmall
  1028.       ParticleSysBone DUSTBONE02 FireBuildingSmall
  1029.       ParticleSysBone DUSTBONE03 FireBuildingSmall
  1030.       ParticleSysBone FireMedium01 FireBuildingMedium
  1031.       ParticleSysBone FireMedium02 FireBuildingMedium
  1032.       ParticleSysBone FireLarge01 FireBuildingLarge
  1033.       ParticleSysBone SmokeLarge01 SmokeBuildingLarge
  1034.     
  1035.     End
  1036.  
  1037.     ModelConditionState  = REALLYDAMAGED
  1038.       Model         = OSBruin07_D2
  1039.       ParticleSysBone DUSTBONE01 FireBuildingSmall
  1040.       ParticleSysBone DUSTBONE02 FireBuildingSmall
  1041.       ParticleSysBone DUSTBONE03 FireBuildingSmall
  1042.       ParticleSysBone FireMedium01 FireBuildingMedium
  1043.       ParticleSysBone FireMedium02 FireBuildingMedium
  1044.       ParticleSysBone FireLarge01 FireBuildingLarge
  1045.     
  1046.     End
  1047.     
  1048.     ModelConditionState  = RUBBLE
  1049.       Model         = OSBruin07_D2
  1050.       ParticleSysBone SmokeLarge01 SmokeBuildingLarge
  1051.     End
  1052.  
  1053.     ModelConditionState  = POST_RUBBLE
  1054.       Model         = None
  1055.       ParticleSysBone NONE SmokeBuildingMediumRubble
  1056.     End
  1057.  
  1058.     ModelConditionState  = POST_COLLAPSE
  1059.       Model         = None
  1060.       ParticleSysBone NONE SmokeBuildingMediumRubble
  1061.     End
  1062.     
  1063.  
  1064.         End
  1065.  
  1066.  
  1067.     ; *** AUDIO Parameters ***
  1068.  
  1069.     SoundOnDamaged            = BuildingLightDamageStone
  1070.     SoundOnReallyDamaged        = BuildingHeavyDamageStone
  1071.  
  1072.  
  1073.     ; ***DESIGN parameters ***
  1074.  
  1075.         DisplayName      = OBJECT:Ruins
  1076.         EditorSorting   = STRUCTURE
  1077.  
  1078.         ArmorSet
  1079.             Conditions        = None
  1080.             Armor             = NoArmor
  1081.             DamageFX          = None
  1082.         End
  1083.  
  1084. ; *** ENGINEERING Parameters ***  
  1085.         KindOf                = STRUCTURE IMMOBILE CAN_CAST_REFLECTIONS SELECTABLE
  1086.         RadarPriority = STRUCTURE
  1087.         Body                  = ActiveBody ModuleTag_03
  1088.             MaxHealth                = 2000.0
  1089.             MaxHealthDamaged          = 1500.0
  1090.             MaxHealthReallyDamaged     = 1000.0
  1091.         End
  1092.  
  1093.         ; Note that structures with "RUBBLE" states should not use DestroyDie; such buildings are 
  1094.         ; never truly destroyed, even when reduced to zero health. Also note that garrisonable
  1095.         ; buildings automatically stick around because GarrisonContain has it's own DieModule
  1096.         Behavior = SlowDeathBehavior ModuleTag_SlowDeathWithoutRubble
  1097.       DestructionDelay  = 4000
  1098.         End
  1099.  
  1100.   Behavior                  = StructureCollapseUpdate ModuleTag_04
  1101.     MinCollapseDelay        = 000
  1102.     MaxCollapseDelay        = 000
  1103.     CollapseDamping         = .5
  1104.     MaxShudder              = 0.6
  1105.     MinBurstDelay           = 250
  1106.     MaxBurstDelay           = 800
  1107.     BigBurstFrequency       = 4
  1108.     FXList                  = INITIAL   FX_StructureMediumCollapse
  1109.     OCL                        = INITIAL    OCL_StructureRubblePileLarge ; creates a rising pile of debris halfway-done
  1110.  
  1111.   End
  1112.  
  1113.  
  1114.           Geometry              = BOX
  1115.         GeometryMajorRadius   = 19.2
  1116.         GeometryMinorRadius   = 6.00
  1117.         GeometryHeight        = 90.4
  1118.         GeometryIsSmall       = No
  1119.         ;GeometryRotationAnchorOffset = X:1037.871 Y:0
  1120.         Shadow                = SHADOW_VOLUME
  1121.     End
  1122. ;------------------------------------------------------------
  1123.  
  1124.  
  1125. ;------------------------------------------------------------
  1126. Object OsgiliathRuin08
  1127.  
  1128.     SelectPortrait = BPGOsgiliath
  1129.  
  1130.     ; *** ART Parameters ***
  1131.         Draw = W3DScriptedModelDraw ModuleTag_01
  1132.             OkToChangeModelColor = Yes
  1133.             
  1134.             StaticModelLODMode = yes
  1135.             
  1136.             DefaultModelConditionState
  1137.                 Model = OSBruin08
  1138.             End
  1139.         
  1140.         ;    WallBoundsMesh = GBMTWallAPTop
  1141.         
  1142.         ; ---------- destruction states
  1143.     
  1144.      ModelConditionState  = DAMAGED
  1145.       Model         = OSBruin08_D1
  1146.       ParticleSysBone DUSTBONE01 FireBuildingSmall
  1147.       ParticleSysBone DUSTBONE02 FireBuildingSmall
  1148.       ParticleSysBone DUSTBONE03 FireBuildingSmall
  1149.       ParticleSysBone FireMedium01 FireBuildingMedium
  1150.       ParticleSysBone FireMedium02 FireBuildingMedium
  1151.       ParticleSysBone FireLarge01 FireBuildingLarge
  1152.       ParticleSysBone SmokeLarge01 SmokeBuildingLarge
  1153.     
  1154.     End
  1155.  
  1156.     ModelConditionState  = REALLYDAMAGED
  1157.       Model         = OSBruin08_D2
  1158.       ParticleSysBone DUSTBONE01 FireBuildingSmall
  1159.       ParticleSysBone DUSTBONE02 FireBuildingSmall
  1160.       ParticleSysBone DUSTBONE03 FireBuildingSmall
  1161.       ParticleSysBone FireMedium01 FireBuildingMedium
  1162.       ParticleSysBone FireMedium02 FireBuildingMedium
  1163.       ParticleSysBone FireLarge01 FireBuildingLarge
  1164.     
  1165.     End
  1166.     
  1167.     ModelConditionState  = RUBBLE
  1168.       Model         = OSBruin08_D2
  1169.       ParticleSysBone SmokeLarge01 SmokeBuildingLarge
  1170.     End
  1171.  
  1172.     ModelConditionState  = POST_RUBBLE
  1173.       Model         = None
  1174.       ParticleSysBone NONE SmokeBuildingMediumRubble
  1175.     End
  1176.  
  1177.     ModelConditionState  = POST_COLLAPSE
  1178.       Model         = None
  1179.       ParticleSysBone NONE SmokeBuildingMediumRubble
  1180.     End
  1181.     
  1182.  
  1183.         End
  1184.  
  1185.  
  1186.     ; *** AUDIO Parameters ***
  1187.  
  1188.     SoundOnDamaged            = BuildingLightDamageStone
  1189.     SoundOnReallyDamaged        = BuildingHeavyDamageStone
  1190.  
  1191.  
  1192.     ; ***DESIGN parameters ***
  1193.  
  1194.         DisplayName      = OBJECT:Ruins
  1195.         EditorSorting   = STRUCTURE
  1196.  
  1197.         ArmorSet
  1198.             Conditions        = None
  1199.             Armor             = NoArmor
  1200.             DamageFX          = None
  1201.         End
  1202.  
  1203. ; *** ENGINEERING Parameters ***  
  1204.         KindOf                = STRUCTURE IMMOBILE CAN_CAST_REFLECTIONS 
  1205.         RadarPriority = STRUCTURE
  1206.         Body                  = ActiveBody ModuleTag_03
  1207.             MaxHealth                = 2000.0
  1208.             MaxHealthDamaged          = 1500.0
  1209.             MaxHealthReallyDamaged     = 1000.0
  1210.         End
  1211.  
  1212.         ; Note that structures with "RUBBLE" states should not use DestroyDie; such buildings are 
  1213.         ; never truly destroyed, even when reduced to zero health. Also note that garrisonable
  1214.         ; buildings automatically stick around because GarrisonContain has it's own DieModule
  1215.         Behavior = SlowDeathBehavior ModuleTag_SlowDeathWithoutRubble
  1216.       DestructionDelay  = 3000
  1217.         End
  1218.  
  1219.   Behavior                  = StructureCollapseUpdate ModuleTag_04
  1220.     MinCollapseDelay        = 000
  1221.     MaxCollapseDelay        = 000
  1222.     CollapseDamping         = .5
  1223.     MaxShudder              = 0.6
  1224.     MinBurstDelay           = 250
  1225.     MaxBurstDelay           = 800
  1226.     BigBurstFrequency       = 4
  1227.     FXList                  = INITIAL   FX_StructureMediumCollapse
  1228.     OCL                        = INITIAL    OCL_StructureRubblePileLarge ; creates a rising pile of debris halfway-done
  1229.  
  1230.   End
  1231.  
  1232.  
  1233.  
  1234.           Geometry              = BOX
  1235.         GeometryMajorRadius   = 25.20
  1236.         GeometryMinorRadius   = 8.8
  1237.         GeometryHeight        = 65.6
  1238.         GeometryIsSmall       = No
  1239.         ;GeometryRotationAnchorOffset = X:1037.871 Y:0
  1240.         Shadow                = SHADOW_VOLUME
  1241.     End
  1242. ;------------------------------------------------------------
  1243.  
  1244.  
  1245. ;------------------------------------------------------------
  1246. Object OsgiliathRuin09
  1247.  
  1248.     SelectPortrait = BPGOsgiliath
  1249.  
  1250.     ; *** ART Parameters ***
  1251.         Draw = W3DScriptedModelDraw ModuleTag_01
  1252.             OkToChangeModelColor = Yes
  1253.             
  1254.             StaticModelLODMode = yes
  1255.             
  1256.             DefaultModelConditionState
  1257.                 Model = OSBruin09
  1258.             End
  1259.         
  1260.         ;    WallBoundsMesh = GBMTWallAPTop
  1261.         
  1262.         ; ---------- destruction states
  1263.     
  1264.      ModelConditionState  = DAMAGED
  1265.       Model         = OSBruin09_D1
  1266.       ParticleSysBone DUSTBONE01 FireBuildingSmall
  1267.       ParticleSysBone DUSTBONE02 FireBuildingSmall
  1268.       ParticleSysBone DUSTBONE03 FireBuildingSmall
  1269.       ParticleSysBone FireMedium01 FireBuildingMedium
  1270.       ParticleSysBone FireMedium02 FireBuildingMedium
  1271.       ParticleSysBone FireLarge01 FireBuildingLarge
  1272.       ParticleSysBone SmokeLarge01 SmokeBuildingLarge
  1273.     
  1274.     End
  1275.  
  1276.     ModelConditionState  = REALLYDAMAGED
  1277.       Model         = OSBruin09_D1
  1278.       ParticleSysBone DUSTBONE01 FireBuildingSmall
  1279.       ParticleSysBone DUSTBONE02 FireBuildingSmall
  1280.       ParticleSysBone DUSTBONE03 FireBuildingSmall
  1281.       ParticleSysBone FireMedium01 FireBuildingMedium
  1282.       ParticleSysBone FireMedium02 FireBuildingMedium
  1283.       ParticleSysBone FireLarge01 FireBuildingLarge
  1284.     
  1285.     End
  1286.     
  1287.     ModelConditionState  = RUBBLE
  1288.       Model         = OSBruin09_D1
  1289.       ParticleSysBone SmokeLarge01 SmokeBuildingLarge
  1290.     End
  1291.  
  1292.     ModelConditionState  = POST_RUBBLE
  1293.       Model         = None
  1294.       ParticleSysBone NONE SmokeBuildingMediumRubble
  1295.     End
  1296.  
  1297.     ModelConditionState  = POST_COLLAPSE
  1298.       Model         = None
  1299.       ParticleSysBone NONE SmokeBuildingMediumRubble
  1300.     End
  1301.     
  1302.  
  1303.         End
  1304.  
  1305.  
  1306.     ; *** AUDIO Parameters ***
  1307.  
  1308.     SoundOnDamaged            = BuildingLightDamageStone
  1309.     SoundOnReallyDamaged        = BuildingHeavyDamageStone
  1310.  
  1311.  
  1312.     ; ***DESIGN parameters ***
  1313.  
  1314.         DisplayName      = OBJECT:Ruins
  1315.         EditorSorting   = STRUCTURE
  1316.  
  1317.         ArmorSet
  1318.             Conditions        = None
  1319.             Armor             = NoArmor
  1320.             DamageFX          = None
  1321.         End
  1322.  
  1323. ; *** ENGINEERING Parameters ***  
  1324.         KindOf                = STRUCTURE IMMOBILE CAN_CAST_REFLECTIONS CAN_CAST_REFLECTIONS
  1325.         RadarPriority = STRUCTURE
  1326.         Body                  = ActiveBody ModuleTag_03
  1327.             MaxHealth                = 2000.0
  1328.             MaxHealthDamaged          = 1500.0
  1329.             MaxHealthReallyDamaged     = 1000.0
  1330.         End
  1331.  
  1332.         ; Note that structures with "RUBBLE" states should not use DestroyDie; such buildings are 
  1333.         ; never truly destroyed, even when reduced to zero health. Also note that garrisonable
  1334.         ; buildings automatically stick around because GarrisonContain has it's own DieModule
  1335.         Behavior = SlowDeathBehavior ModuleTag_SlowDeathWithoutRubble
  1336.       DestructionDelay  = 4000
  1337.         End
  1338.  
  1339.   Behavior                  = StructureCollapseUpdate ModuleTag_04
  1340.     MinCollapseDelay        = 000
  1341.     MaxCollapseDelay        = 000
  1342.     CollapseDamping         = .5
  1343.     MaxShudder              = 0.6
  1344.     MinBurstDelay           = 250
  1345.     MaxBurstDelay           = 800
  1346.     BigBurstFrequency       = 4
  1347.     FXList                  = INITIAL   FX_StructureMediumCollapse
  1348.     OCL                        = INITIAL    OCL_StructureRubblePileLarge ; creates a rising pile of debris halfway-done
  1349.  
  1350.   End
  1351.  
  1352.   
  1353.  
  1354.           Geometry              = BOX
  1355.         GeometryMajorRadius   = 27.60
  1356.         GeometryMinorRadius   = 27.60
  1357.         GeometryHeight        = 80.8
  1358.         GeometryIsSmall       = No
  1359.         ;GeometryRotationAnchorOffset = X:1037.871 Y:0
  1360.         Shadow                = SHADOW_VOLUME
  1361.     End
  1362. ;------------------------------------------------------------
  1363.  
  1364.  
  1365. ;------------------------------------------------------------
  1366. Object OsgiliathRuin10
  1367.  
  1368.     SelectPortrait = BPGOsgiliath
  1369.  
  1370.     ; *** ART Parameters ***
  1371.         Draw = W3DScriptedModelDraw ModuleTag_01
  1372.             OkToChangeModelColor = Yes
  1373.             
  1374.             StaticModelLODMode = yes
  1375.             
  1376.             DefaultModelConditionState
  1377.                 Model = OSBruin10
  1378.             End
  1379.         
  1380.         ;    WallBoundsMesh = GBMTWallAPTop
  1381.         
  1382.         ; ---------- destruction states
  1383.     
  1384.      ModelConditionState  = DAMAGED
  1385.       Model         = OSBruin10_D1
  1386.       ParticleSysBone DUSTBONE01 FireBuildingSmall
  1387.       ParticleSysBone DUSTBONE02 FireBuildingSmall
  1388.       ParticleSysBone DUSTBONE03 FireBuildingSmall
  1389.       ParticleSysBone FireMedium01 FireBuildingMedium
  1390.       ParticleSysBone FireMedium02 FireBuildingMedium
  1391.       ParticleSysBone FireLarge01 FireBuildingLarge
  1392.       ParticleSysBone SmokeLarge01 SmokeBuildingLarge
  1393.     
  1394.     End
  1395.  
  1396.     ModelConditionState  = REALLYDAMAGED
  1397.       Model         = OSBruin10_D1
  1398.       ParticleSysBone DUSTBONE01 FireBuildingSmall
  1399.       ParticleSysBone DUSTBONE02 FireBuildingSmall
  1400.       ParticleSysBone DUSTBONE03 FireBuildingSmall
  1401.       ParticleSysBone FireMedium01 FireBuildingMedium
  1402.       ParticleSysBone FireMedium02 FireBuildingMedium
  1403.       ParticleSysBone FireLarge01 FireBuildingLarge
  1404.     
  1405.     End
  1406.     
  1407.     ModelConditionState  = RUBBLE
  1408.       Model         = OSBruin10_D1
  1409.       ParticleSysBone SmokeLarge01 SmokeBuildingLarge
  1410.     End
  1411.  
  1412.     ModelConditionState  = POST_RUBBLE
  1413.       Model         = None
  1414.       ParticleSysBone NONE SmokeBuildingMediumRubble
  1415.     End
  1416.  
  1417.     ModelConditionState  = POST_COLLAPSE
  1418.       Model         = None
  1419.       ParticleSysBone NONE SmokeBuildingMediumRubble
  1420.     End
  1421.     
  1422.  
  1423.         End
  1424.  
  1425.  
  1426.     ; *** AUDIO Parameters ***
  1427.  
  1428.     SoundOnDamaged            = BuildingLightDamageStone
  1429.     SoundOnReallyDamaged        = BuildingHeavyDamageStone
  1430.  
  1431.  
  1432.     ; ***DESIGN parameters ***
  1433.  
  1434.         DisplayName      = OBJECT:Ruins
  1435.         EditorSorting   = STRUCTURE
  1436.  
  1437.         ArmorSet
  1438.             Conditions        = None
  1439.             Armor             = NoArmor
  1440.             DamageFX          = None
  1441.         End
  1442.  
  1443. ; *** ENGINEERING Parameters ***  
  1444.         KindOf                = STRUCTURE IMMOBILE CAN_CAST_REFLECTIONS SELECTABLE MADE_OF_STONE NOT_AUTOACQUIRABLE CHUNK_VENDOR
  1445.         RadarPriority = STRUCTURE
  1446.         Body                  = ActiveBody ModuleTag_03
  1447.             MaxHealth                = 2000.0
  1448.             MaxHealthDamaged          = 1500.0
  1449.             MaxHealthReallyDamaged     = 1000.0
  1450.  
  1451.             GrabObject = EntThrownBuildingRock
  1452.             GrabFX = FX_WallGrab
  1453.             GrabOffset = X:16 Y:0              
  1454.         End
  1455.  
  1456.         ; Note that structures with "RUBBLE" states should not use DestroyDie; such buildings are 
  1457.         ; never truly destroyed, even when reduced to zero health. Also note that garrisonable
  1458.         ; buildings automatically stick around because GarrisonContain has it's own DieModule
  1459.         Behavior = SlowDeathBehavior ModuleTag_SlowDeathWithoutRubble
  1460.       DestructionDelay  = 2700
  1461.         End
  1462.  
  1463.   Behavior                  = StructureCollapseUpdate ModuleTag_04
  1464.     MinCollapseDelay        = 000
  1465.     MaxCollapseDelay        = 000
  1466.     CollapseDamping         = .5
  1467.     MaxShudder              = 0.6
  1468.     MinBurstDelay           = 250
  1469.     MaxBurstDelay           = 800
  1470.     BigBurstFrequency       = 4
  1471.     FXList                  = INITIAL   FX_StructureMediumCollapse
  1472.     OCL                        = INITIAL    OCL_StructureRubblePileLarge ; creates a rising pile of debris halfway-done
  1473.  
  1474.   End
  1475.  
  1476.  
  1477.   
  1478.     Geometry              = BOX
  1479.     GeometryMajorRadius   = 30.80
  1480.     GeometryMinorRadius   = 28.0
  1481.     GeometryHeight        = 41.6
  1482.     GeometryIsSmall       = No
  1483.     ;GeometryRotationAnchorOffset = X:1037.871 Y:0
  1484.     Shadow                = SHADOW_VOLUME
  1485.  
  1486.     GeometryContactPoint = X:0  Y:-40  Z:0 Grab
  1487.     GeometryContactPoint = X:-17  Y:-17  Z:40 
  1488.     GeometryContactPoint = X:-40  Y:0  Z:0 Grab
  1489.     GeometryContactPoint = X:-17  Y:17  Z:10
  1490.     GeometryContactPoint = X:0  Y:40  Z:0 Grab
  1491.     GeometryContactPoint = X:17  Y:17  Z:40 
  1492.     GeometryContactPoint = X:40  Y:0  Z:0 Grab
  1493.     GeometryContactPoint = X:17  Y:-17  Z:40 
  1494. End
  1495. ;------------------------------------------------------------
  1496.  
  1497.  
  1498. ;------------------------------------------------------------
  1499. Object OsgiliathRuin11
  1500.  
  1501.     SelectPortrait = BPGOsgiliath
  1502.  
  1503.     ; *** ART Parameters ***
  1504.         Draw = W3DScriptedModelDraw ModuleTag_01
  1505.             OkToChangeModelColor = Yes
  1506.             
  1507.             StaticModelLODMode = yes
  1508.             
  1509.             DefaultModelConditionState
  1510.                 Model = OSBruin11
  1511.             End
  1512.         
  1513.         ;    WallBoundsMesh = GBMTWallAPTop
  1514.         
  1515.         ; ---------- destruction states
  1516.     
  1517.      ModelConditionState  = DAMAGED
  1518.       Model         = OSBruin11_D1
  1519.       ParticleSysBone DUSTBONE01 FireBuildingSmall
  1520.       ParticleSysBone DUSTBONE02 FireBuildingSmall
  1521.       ParticleSysBone DUSTBONE03 FireBuildingSmall
  1522.       ParticleSysBone FireMedium01 FireBuildingMedium
  1523.       ParticleSysBone FireMedium02 FireBuildingMedium
  1524.       ParticleSysBone FireLarge01 FireBuildingLarge
  1525.       ParticleSysBone SmokeLarge01 SmokeBuildingLarge
  1526.     
  1527.     End
  1528.  
  1529.     ModelConditionState  = REALLYDAMAGED
  1530.       Model         = OSBruin11_D1
  1531.       ParticleSysBone DUSTBONE01 FireBuildingSmall
  1532.       ParticleSysBone DUSTBONE02 FireBuildingSmall
  1533.       ParticleSysBone DUSTBONE03 FireBuildingSmall
  1534.       ParticleSysBone FireMedium01 FireBuildingMedium
  1535.       ParticleSysBone FireMedium02 FireBuildingMedium
  1536.       ParticleSysBone FireLarge01 FireBuildingLarge
  1537.     
  1538.     End
  1539.     
  1540.     ModelConditionState  = RUBBLE
  1541.       Model         = OSBruin11_D1
  1542.       ParticleSysBone SmokeLarge01 SmokeBuildingLarge
  1543.     End
  1544.  
  1545.     ModelConditionState  = POST_RUBBLE
  1546.       Model         = None
  1547.       ParticleSysBone NONE SmokeBuildingMediumRubble
  1548.     End
  1549.  
  1550.     ModelConditionState  = POST_COLLAPSE
  1551.       Model         = None
  1552.       ParticleSysBone NONE SmokeBuildingMediumRubble
  1553.     End
  1554.     
  1555.  
  1556.         End
  1557.  
  1558.     ; *** AUDIO Parameters ***
  1559.  
  1560.     SoundOnDamaged            = BuildingLightDamageStone
  1561.     SoundOnReallyDamaged        = BuildingHeavyDamageStone
  1562.  
  1563.  
  1564.     ; ***DESIGN parameters ***
  1565.  
  1566.         DisplayName      = OBJECT:Ruins
  1567.         EditorSorting   = STRUCTURE
  1568.  
  1569.         ArmorSet
  1570.             Conditions        = None
  1571.             Armor             = NoArmor
  1572.             DamageFX          = None
  1573.         End
  1574.  
  1575. ; *** ENGINEERING Parameters ***  
  1576.         KindOf                = STRUCTURE IMMOBILE CAN_CAST_REFLECTIONS SELECTABLE MADE_OF_STONE NOT_AUTOACQUIRABLE CHUNK_VENDOR
  1577.         RadarPriority = STRUCTURE
  1578.         Body                  = ActiveBody ModuleTag_03
  1579.             MaxHealth                = 2000.0
  1580.             MaxHealthDamaged          = 1500.0
  1581.             MaxHealthReallyDamaged     = 1000.0
  1582.  
  1583.             GrabObject = EntThrownBuildingRock
  1584.             GrabFX = FX_WallGrab
  1585.             GrabOffset = X:16 Y:0              
  1586.  
  1587.         End
  1588.  
  1589.         ; Note that structures with "RUBBLE" states should not use DestroyDie; such buildings are 
  1590.         ; never truly destroyed, even when reduced to zero health. Also note that garrisonable
  1591.         ; buildings automatically stick around because GarrisonContain has it's own DieModule
  1592.         Behavior = SlowDeathBehavior ModuleTag_SlowDeathWithoutRubble
  1593.       DestructionDelay  = 4000
  1594.         End
  1595.  
  1596.   Behavior                  = StructureCollapseUpdate ModuleTag_04
  1597.     MinCollapseDelay        = 000
  1598.     MaxCollapseDelay        = 000
  1599.     CollapseDamping         = .5
  1600.     MaxShudder              = 0.6
  1601.     MinBurstDelay           = 250
  1602.     MaxBurstDelay           = 800
  1603.     BigBurstFrequency       = 4
  1604.     FXList                  = INITIAL   FX_StructureMediumCollapse
  1605.     OCL                        = INITIAL    OCL_StructureRubblePileLarge ; creates a rising pile of debris halfway-done
  1606.  
  1607.   End
  1608.  
  1609.     Geometry              = BOX
  1610.     GeometryMajorRadius   = 24.40
  1611.     GeometryMinorRadius   = 20.0
  1612.     GeometryHeight        = 99.2
  1613.     GeometryIsSmall       = No
  1614.     ;GeometryRotationAnchorOffset = X:1037.871 Y:0
  1615.     Shadow                = SHADOW_VOLUME
  1616.     
  1617.     GeometryContactPoint = X:0  Y:-24  Z:0 Grab
  1618.     GeometryContactPoint = X:-12  Y:-10  Z:50 
  1619.     GeometryContactPoint = X:-28  Y:0  Z:0 Grab
  1620.     GeometryContactPoint = X:-12  Y:10  Z:50 
  1621.     GeometryContactPoint = X:0  Y:24  Z:0 Grab
  1622.     GeometryContactPoint = X:12  Y:10  Z:95 
  1623.     GeometryContactPoint = X:28  Y:0  Z:0 Grab
  1624.     GeometryContactPoint = X:12  Y:-10  Z:95 
  1625. End
  1626. ;------------------------------------------------------------
  1627.  
  1628.  
  1629. ;------------------------------------------------------------
  1630. Object OsgiliathRuin12
  1631.  
  1632.     SelectPortrait = BPGOsgiliath
  1633.  
  1634.     ; *** ART Parameters ***
  1635.         Draw = W3DScriptedModelDraw ModuleTag_01
  1636.             OkToChangeModelColor = Yes
  1637.             
  1638.             StaticModelLODMode = yes
  1639.             
  1640.             DefaultModelConditionState
  1641.                 Model = OSBruin12
  1642.             End
  1643.         
  1644.         ;    WallBoundsMesh = GBMTWallAPTop
  1645.         
  1646.         ; ---------- destruction states
  1647.     
  1648.      ModelConditionState  = DAMAGED
  1649.       Model         = OSBruin12_D1
  1650.       ParticleSysBone DUSTBONE01 FireBuildingSmall
  1651.       ParticleSysBone DUSTBONE02 FireBuildingSmall
  1652.       ParticleSysBone DUSTBONE03 FireBuildingSmall
  1653.       ParticleSysBone FireMedium01 FireBuildingMedium
  1654.       ParticleSysBone FireMedium02 FireBuildingMedium
  1655.       ParticleSysBone FireLarge01 FireBuildingLarge
  1656.       ParticleSysBone SmokeLarge01 SmokeBuildingLarge
  1657.     
  1658.     End
  1659.  
  1660.     ModelConditionState  = REALLYDAMAGED
  1661.       Model         = OSBruin12_D2
  1662.       ParticleSysBone DUSTBONE01 FireBuildingSmall
  1663.       ParticleSysBone DUSTBONE02 FireBuildingSmall
  1664.       ParticleSysBone DUSTBONE03 FireBuildingSmall
  1665.       ParticleSysBone FireMedium01 FireBuildingMedium
  1666.       ParticleSysBone FireMedium02 FireBuildingMedium
  1667.       ParticleSysBone FireLarge01 FireBuildingLarge
  1668.     
  1669.     End
  1670.     
  1671.     ModelConditionState  = RUBBLE
  1672.       Model         = OSBruin12_D2
  1673.       ParticleSysBone SmokeLarge01 SmokeBuildingLarge
  1674.     End
  1675.  
  1676.     ModelConditionState  = POST_RUBBLE
  1677.       Model         = None
  1678.       ParticleSysBone NONE SmokeBuildingMediumRubble
  1679.     End
  1680.  
  1681.     ModelConditionState  = POST_COLLAPSE
  1682.       Model         = None
  1683.       ParticleSysBone NONE SmokeBuildingMediumRubble
  1684.     End
  1685.     
  1686.  
  1687.         End
  1688.  
  1689.  
  1690.     ; *** AUDIO Parameters ***
  1691.  
  1692.     SoundOnDamaged            = BuildingLightDamageStone
  1693.     SoundOnReallyDamaged        = BuildingHeavyDamageStone
  1694.  
  1695.  
  1696.     ; ***DESIGN parameters ***
  1697.  
  1698.         DisplayName      = OBJECT:Ruins
  1699.         EditorSorting   = STRUCTURE
  1700.  
  1701.         ArmorSet
  1702.             Conditions        = None
  1703.             Armor             = NoArmor
  1704.             DamageFX          = None
  1705.         End
  1706.  
  1707. ; *** ENGINEERING Parameters ***  
  1708.         KindOf                = STRUCTURE IMMOBILE CAN_CAST_REFLECTIONS 
  1709.         RadarPriority = STRUCTURE
  1710.         Body                  = ActiveBody ModuleTag_03
  1711.             MaxHealth                = 2000.0
  1712.             MaxHealthDamaged          = 1500.0
  1713.             MaxHealthReallyDamaged     = 1000.0
  1714.         End
  1715.  
  1716.         ; Note that structures with "RUBBLE" states should not use DestroyDie; such buildings are 
  1717.         ; never truly destroyed, even when reduced to zero health. Also note that garrisonable
  1718.         ; buildings automatically stick around because GarrisonContain has it's own DieModule
  1719.         Behavior = SlowDeathBehavior ModuleTag_SlowDeathWithoutRubble
  1720.       DestructionDelay  = 3000
  1721.         End
  1722.  
  1723.   Behavior                  = StructureCollapseUpdate ModuleTag_04
  1724.     MinCollapseDelay        = 000
  1725.     MaxCollapseDelay        = 000
  1726.     CollapseDamping         = .5
  1727.     MaxShudder              = 0.6
  1728.     MinBurstDelay           = 250
  1729.     MaxBurstDelay           = 800
  1730.     BigBurstFrequency       = 4
  1731.     FXList                  = INITIAL   FX_StructureMediumCollapse
  1732.     OCL                        = INITIAL    OCL_StructureRubblePileLarge ; creates a rising pile of debris halfway-done
  1733.  
  1734.   End
  1735.  
  1736.   
  1737.  
  1738.   
  1739.           Geometry              = BOX
  1740.         GeometryMajorRadius   = 12.0
  1741.         GeometryMinorRadius   = 8.8
  1742.         GeometryHeight        = 48.8
  1743.         GeometryIsSmall       = No
  1744.         ;GeometryRotationAnchorOffset = X:1037.871 Y:0
  1745.         Shadow                = SHADOW_VOLUME
  1746.     End
  1747. ;------------------------------------------------------------
  1748.  
  1749.  
  1750. ;------------------------------------------------------------
  1751. Object OsgiliathRuin13
  1752.  
  1753.     SelectPortrait = BPGOsgiliath
  1754.  
  1755.     ; *** ART Parameters ***
  1756.         Draw = W3DScriptedModelDraw ModuleTag_01
  1757.             OkToChangeModelColor = Yes
  1758.             
  1759.             StaticModelLODMode = yes
  1760.             
  1761.             DefaultModelConditionState
  1762.                 Model = OSBruin13
  1763.             End
  1764.         
  1765.         ;    WallBoundsMesh = GBMTWallAPTop
  1766.         
  1767.         ; ---------- destruction states
  1768.     
  1769.      ModelConditionState  = DAMAGED
  1770.       Model         = OSBruin13_D1
  1771.       ParticleSysBone DUSTBONE01 FireBuildingSmall
  1772.       ParticleSysBone DUSTBONE02 FireBuildingSmall
  1773.       ParticleSysBone DUSTBONE03 FireBuildingSmall
  1774.       ParticleSysBone FireMedium01 FireBuildingMedium
  1775.       ParticleSysBone FireMedium02 FireBuildingMedium
  1776.       ParticleSysBone FireLarge01 FireBuildingLarge
  1777.       ParticleSysBone SmokeLarge01 SmokeBuildingLarge
  1778.     
  1779.     End
  1780.  
  1781.     ModelConditionState  = REALLYDAMAGED
  1782.       Model         = OSBruin13_D2
  1783.       ParticleSysBone DUSTBONE01 FireBuildingSmall
  1784.       ParticleSysBone DUSTBONE02 FireBuildingSmall
  1785.       ParticleSysBone DUSTBONE03 FireBuildingSmall
  1786.       ParticleSysBone FireMedium01 FireBuildingMedium
  1787.       ParticleSysBone FireMedium02 FireBuildingMedium
  1788.       ParticleSysBone FireLarge01 FireBuildingLarge
  1789.     
  1790.     End
  1791.     
  1792.     ModelConditionState  = RUBBLE
  1793.       Model         = OSBruin13_D2
  1794.       ParticleSysBone SmokeLarge01 SmokeBuildingLarge
  1795.     End
  1796.  
  1797.     ModelConditionState  = POST_RUBBLE
  1798.       Model         = None
  1799.       ParticleSysBone NONE SmokeBuildingMediumRubble
  1800.     End
  1801.  
  1802.     ModelConditionState  = POST_COLLAPSE
  1803.       Model         = None
  1804.       ParticleSysBone NONE SmokeBuildingMediumRubble
  1805.     End
  1806.     
  1807.  
  1808.         End
  1809.  
  1810.  
  1811.     ; *** AUDIO Parameters ***
  1812.  
  1813.     SoundOnDamaged            = BuildingLightDamageStone
  1814.     SoundOnReallyDamaged        = BuildingHeavyDamageStone
  1815.  
  1816.  
  1817.     ; ***DESIGN parameters ***
  1818.  
  1819.         DisplayName      = OBJECT:Ruins
  1820.         EditorSorting   = STRUCTURE
  1821.  
  1822.         ArmorSet
  1823.             Conditions        = None
  1824.             Armor             = NoArmor
  1825.             DamageFX          = None
  1826.         End
  1827.  
  1828. ; *** ENGINEERING Parameters ***  
  1829.         KindOf                = STRUCTURE IMMOBILE CAN_CAST_REFLECTIONS MADE_OF_STONE NOT_AUTOACQUIRABLE CHUNK_VENDOR
  1830.         RadarPriority = STRUCTURE
  1831.         Body                  = ActiveBody ModuleTag_03
  1832.             MaxHealth                = 2000.0
  1833.             MaxHealthDamaged          = 1500.0
  1834.             MaxHealthReallyDamaged     = 1000.0
  1835.  
  1836.             GrabObject = EntThrownBuildingRock
  1837.             GrabFX = FX_WallGrab
  1838.             GrabOffset = X:16 Y:0              
  1839.  
  1840.         End
  1841.  
  1842.         ; Note that structures with "RUBBLE" states should not use DestroyDie; such buildings are 
  1843.         ; never truly destroyed, even when reduced to zero health. Also note that garrisonable
  1844.         ; buildings automatically stick around because GarrisonContain has it's own DieModule
  1845.         Behavior = SlowDeathBehavior ModuleTag_SlowDeathWithoutRubble
  1846.       DestructionDelay  = 3500
  1847.         End
  1848.  
  1849.   Behavior                  = StructureCollapseUpdate ModuleTag_04
  1850.     MinCollapseDelay        = 000
  1851.     MaxCollapseDelay        = 000
  1852.     CollapseDamping         = .5
  1853.     MaxShudder              = 0.6
  1854.     MinBurstDelay           = 250
  1855.     MaxBurstDelay           = 800
  1856.     BigBurstFrequency       = 4
  1857.     FXList                  = INITIAL   FX_StructureMediumCollapse
  1858.     OCL                        = INITIAL    OCL_StructureRubblePileLarge ; creates a rising pile of debris halfway-done
  1859.  
  1860.   End
  1861.  
  1862.  
  1863.     Geometry              = BOX
  1864.     GeometryMajorRadius   = 30.80
  1865.     GeometryMinorRadius   = 30.80
  1866.     GeometryHeight        = 65.20
  1867.     GeometryIsSmall       = No
  1868.     ;GeometryRotationAnchorOffset = X:1037.871 Y:0
  1869.     Shadow                = SHADOW_VOLUME
  1870.     
  1871.     GeometryContactPoint = X:-30  Y:-30  Z:0
  1872.     GeometryContactPoint = X:-15  Y:-30  Z:65 
  1873.     GeometryContactPoint = X:0  Y:-35  Z:0 Grab
  1874.     GeometryContactPoint = X:15  Y:-30  Z:65 
  1875.     GeometryContactPoint = X:30  Y:-30  Z:0
  1876.     GeometryContactPoint = X:30  Y:-15  Z:65 
  1877.     GeometryContactPoint = X:35  Y:0  Z:0 Grab 
  1878.     GeometryContactPoint = X:30  Y:15 Z:65
  1879.     GeometryContactPoint = X:30  Y:30 Z:0
  1880.     GeometryContactPoint = X:15  Y:30 Z:65
  1881.     GeometryContactPoint = X:0  Y:35 Z:0 Grab
  1882.     GeometryContactPoint = X:-15  Y:30 Z:65
  1883.     GeometryContactPoint = X:-30  Y:30 Z:0
  1884.     
  1885. End
  1886. ;------------------------------------------------------------
  1887.  
  1888.  
  1889. ;------------------------------------------------------------
  1890. Object OsgiliathRuin14
  1891.  
  1892.     SelectPortrait = BPGOsgiliath
  1893.  
  1894.     ; *** ART Parameters ***
  1895.         Draw = W3DScriptedModelDraw ModuleTag_01
  1896.             OkToChangeModelColor = Yes
  1897.             
  1898.             StaticModelLODMode = yes
  1899.             
  1900.             DefaultModelConditionState
  1901.                 Model = OSBruin14
  1902.             End
  1903.         
  1904.         ;    WallBoundsMesh = GBMTWallAPTop
  1905.         
  1906.         ; ---------- destruction states
  1907.     
  1908.      ModelConditionState  = DAMAGED
  1909.       Model         = OSBruin14_D1
  1910.       ParticleSysBone DUSTBONE01 FireBuildingSmall
  1911.       ParticleSysBone DUSTBONE02 FireBuildingSmall
  1912.       ParticleSysBone DUSTBONE03 FireBuildingSmall
  1913.       ParticleSysBone FireMedium01 FireBuildingMedium
  1914.       ParticleSysBone FireMedium02 FireBuildingMedium
  1915.       ParticleSysBone FireLarge01 FireBuildingLarge
  1916.       ParticleSysBone SmokeLarge01 SmokeBuildingLarge
  1917.     
  1918.     End
  1919.  
  1920.     ModelConditionState  = REALLYDAMAGED
  1921.       Model         = OSBruin14_D2
  1922.       ParticleSysBone DUSTBONE01 FireBuildingSmall
  1923.       ParticleSysBone DUSTBONE02 FireBuildingSmall
  1924.       ParticleSysBone DUSTBONE03 FireBuildingSmall
  1925.       ParticleSysBone FireMedium01 FireBuildingMedium
  1926.       ParticleSysBone FireMedium02 FireBuildingMedium
  1927.       ParticleSysBone FireLarge01 FireBuildingLarge
  1928.     
  1929.     End
  1930.     
  1931.     ModelConditionState  = RUBBLE
  1932.       Model         = OSBruin14_D2
  1933.       ParticleSysBone SmokeLarge01 SmokeBuildingLarge
  1934.     End
  1935.  
  1936.     ModelConditionState  = POST_RUBBLE
  1937.       Model         = None
  1938.       ParticleSysBone NONE SmokeBuildingMediumRubble
  1939.     End
  1940.  
  1941.     ModelConditionState  = POST_COLLAPSE
  1942.       Model         = None
  1943.       ParticleSysBone NONE SmokeBuildingMediumRubble
  1944.     End
  1945.     
  1946.  
  1947.         End
  1948.  
  1949.  
  1950.     ; *** AUDIO Parameters ***
  1951.  
  1952.     SoundOnDamaged            = BuildingLightDamageStone
  1953.     SoundOnReallyDamaged        = BuildingHeavyDamageStone
  1954.  
  1955.  
  1956.     ; ***DESIGN parameters ***
  1957.  
  1958.         DisplayName      = OBJECT:Ruins
  1959.         EditorSorting   = STRUCTURE
  1960.  
  1961.         ArmorSet
  1962.             Conditions        = None
  1963.             Armor             = NoArmor
  1964.             DamageFX          = None
  1965.         End
  1966.  
  1967. ; *** ENGINEERING Parameters ***  
  1968.         KindOf                = STRUCTURE IMMOBILE CAN_CAST_REFLECTIONS 
  1969.         RadarPriority = STRUCTURE
  1970.         Body                  = ActiveBody ModuleTag_03
  1971.             MaxHealth                = 2000.0
  1972.             MaxHealthDamaged          = 1500.0
  1973.             MaxHealthReallyDamaged     = 1000.0
  1974.         End
  1975.  
  1976.         ; Note that structures with "RUBBLE" states should not use DestroyDie; such buildings are 
  1977.         ; never truly destroyed, even when reduced to zero health. Also note that garrisonable
  1978.         ; buildings automatically stick around because GarrisonContain has it's own DieModule
  1979.         Behavior = SlowDeathBehavior ModuleTag_SlowDeathWithoutRubble
  1980.       DestructionDelay  = 3000
  1981.         End
  1982.  
  1983.   Behavior                  = StructureCollapseUpdate ModuleTag_04
  1984.     MinCollapseDelay        = 000
  1985.     MaxCollapseDelay        = 000
  1986.     CollapseDamping         = .5
  1987.     MaxShudder              = 0.6
  1988.     MinBurstDelay           = 250
  1989.     MaxBurstDelay           = 800
  1990.     BigBurstFrequency       = 4
  1991.     FXList                  = INITIAL   FX_StructureMediumCollapse
  1992.     OCL                        = INITIAL    OCL_StructureRubblePileLarge ; creates a rising pile of debris halfway-done
  1993.  
  1994.   End
  1995.  
  1996.   
  1997.  
  1998.           Geometry              = BOX
  1999.         GeometryMajorRadius   = 32.0
  2000.         GeometryMinorRadius   = 7.2
  2001.         GeometryHeight        = 44.0
  2002.         GeometryIsSmall       = No
  2003.         ;GeometryRotationAnchorOffset = X:1037.871 Y:0
  2004.         Shadow                = SHADOW_VOLUME
  2005.     End
  2006. ;------------------------------------------------------------
  2007.  
  2008.  
  2009. ;------------------------------------------------------------
  2010. Object OsgiliathRuin15
  2011.  
  2012.     SelectPortrait = BPGOsgiliath
  2013.  
  2014.     ; *** ART Parameters ***
  2015.         Draw = W3DScriptedModelDraw ModuleTag_01
  2016.             OkToChangeModelColor = Yes
  2017.             
  2018.             
  2019.             StaticModelLODMode = yes
  2020.             
  2021.             DefaultModelConditionState
  2022.                 Model = OSBruin15
  2023.         End
  2024.         
  2025.         ;    WallBoundsMesh = GBMTWallAPTop
  2026.         
  2027.         ; ---------- destruction states
  2028.     
  2029.      ModelConditionState  = DAMAGED
  2030.       Model         = OSBruin15_D1
  2031.       ParticleSysBone DUSTBONE01 FireBuildingSmall
  2032.       ParticleSysBone DUSTBONE02 FireBuildingSmall
  2033.       ParticleSysBone DUSTBONE03 FireBuildingSmall
  2034.       ParticleSysBone FireMedium01 FireBuildingMedium
  2035.       ParticleSysBone FireMedium02 FireBuildingMedium
  2036.       ParticleSysBone FireLarge01 FireBuildingLarge
  2037.       ParticleSysBone SmokeLarge01 SmokeBuildingLarge
  2038.     
  2039.     End
  2040.  
  2041.     ModelConditionState  = REALLYDAMAGED
  2042.       Model         = OSBruin15_D1
  2043.       ParticleSysBone DUSTBONE01 FireBuildingSmall
  2044.       ParticleSysBone DUSTBONE02 FireBuildingSmall
  2045.       ParticleSysBone DUSTBONE03 FireBuildingSmall
  2046.       ParticleSysBone FireMedium01 FireBuildingMedium
  2047.       ParticleSysBone FireMedium02 FireBuildingMedium
  2048.       ParticleSysBone FireLarge01 FireBuildingLarge
  2049.     
  2050.     End
  2051.     
  2052.     ModelConditionState  = RUBBLE
  2053.       Model         = OSBruin15_D1
  2054.       ParticleSysBone SmokeLarge01 SmokeBuildingLarge
  2055.     End
  2056.  
  2057.       ModelConditionState  = POST_RUBBLE
  2058.         Model         = None
  2059.         ParticleSysBone NONE SmokeBuildingMediumRubble
  2060.     End
  2061.     ModelConditionState  = POST_COLLAPSE
  2062.         Model         = None
  2063.         ParticleSysBone NONE SmokeBuildingMediumRubble
  2064.     End
  2065.  
  2066.  
  2067.   End
  2068.  
  2069.  
  2070.     ; *** AUDIO Parameters ***
  2071.  
  2072.     SoundOnDamaged            = BuildingLightDamageStone
  2073.     SoundOnReallyDamaged        = BuildingHeavyDamageStone
  2074.  
  2075.  
  2076.     ; ***DESIGN parameters ***
  2077.  
  2078.         DisplayName      = OBJECT:Ruins
  2079.         EditorSorting   = STRUCTURE
  2080.  
  2081.         ArmorSet
  2082.             Conditions        = None
  2083.             Armor             = NoArmor
  2084.             DamageFX          = None
  2085.         End
  2086.  
  2087. ; *** ENGINEERING Parameters ***  
  2088.         KindOf                = STRUCTURE IMMOBILE CAN_CAST_REFLECTIONS MADE_OF_STONE NOT_AUTOACQUIRABLE CHUNK_VENDOR ;SELECTABLE
  2089.         RadarPriority = STRUCTURE
  2090.         Body                  = ActiveBody ModuleTag_03
  2091.             MaxHealth                = 2000.0
  2092.             MaxHealthDamaged          = 1500.0
  2093.             MaxHealthReallyDamaged     = 1000.0
  2094.  
  2095.             GrabObject = EntThrownBuildingRock
  2096.             GrabFX = FX_WallGrab
  2097.             GrabOffset = X:16 Y:0              
  2098.  
  2099.         End
  2100.  
  2101.         ; Note that structures with "RUBBLE" states should not use DestroyDie; such buildings are 
  2102.         ; never truly destroyed, even when reduced to zero health. Also note that garrisonable
  2103.         ; buildings automatically stick around because GarrisonContain has it's own DieModule
  2104.         Behavior = SlowDeathBehavior ModuleTag_SlowDeathWithoutRubble
  2105.       DestructionDelay  = 4000
  2106.         End
  2107.  
  2108.   Behavior                  = StructureCollapseUpdate ModuleTag_04
  2109.     MinCollapseDelay        = 000
  2110.     MaxCollapseDelay        = 000
  2111.     CollapseDamping         = .5
  2112.     MaxShudder              = 0.6
  2113.     MinBurstDelay           = 350
  2114.     MaxBurstDelay           = 550
  2115.     BigBurstFrequency       = 4
  2116.     FXList                  = INITIAL   FX_StructureMediumCollapse
  2117.     OCL                        = INITIAL    OCL_StructureRubblePileLarge ; creates a rising pile of debris halfway-done
  2118.   
  2119.   End
  2120.   
  2121.       Geometry              = BOX
  2122.     GeometryMajorRadius   = 32.8
  2123.     GeometryMinorRadius   = 31.2
  2124.     GeometryHeight        = 99.60
  2125.     GeometryIsSmall       = No
  2126.     ;GeometryRotationAnchorOffset = X:1037.871 Y:0
  2127.     Shadow                = SHADOW_VOLUME
  2128.         
  2129.     GeometryContactPoint = X:0  Y:-34  Z:0 Grab
  2130.     GeometryContactPoint = X:-16  Y:-15  Z:95 
  2131.     GeometryContactPoint = X:-36  Y:0  Z:0 Grab
  2132.     GeometryContactPoint = X:-16  Y:15  Z:95 
  2133.     GeometryContactPoint = X:0  Y:34  Z:0 Grab
  2134.     GeometryContactPoint = X:16  Y:15  Z:95 
  2135.     GeometryContactPoint = X:36  Y:0  Z:0 Grab
  2136.     GeometryContactPoint = X:16  Y:-15  Z:95 
  2137. End
  2138. ;------------------------------------------------------------
  2139.  
  2140.  
  2141. ;------------------------------------------------------------
  2142. Object OsgiliathRuin16
  2143.  
  2144.     SelectPortrait = BPGOsgiliath
  2145.  
  2146.     ; *** ART Parameters ***
  2147.         Draw = W3DScriptedModelDraw ModuleTag_01
  2148.             OkToChangeModelColor = Yes
  2149.             
  2150.             StaticModelLODMode = yes
  2151.             
  2152.             DefaultModelConditionState
  2153.                 Model = OSBruin16
  2154.             End
  2155.         
  2156.         ;    WallBoundsMesh = GBMTWallAPTop
  2157.         
  2158.         ; ---------- destruction states
  2159.     
  2160.      ModelConditionState  = DAMAGED
  2161.       Model         = OSBruin16_D1
  2162.       ParticleSysBone DUSTBONE01 FireBuildingSmall
  2163.       ParticleSysBone DUSTBONE02 FireBuildingSmall
  2164.       ParticleSysBone DUSTBONE03 FireBuildingSmall
  2165.       ParticleSysBone FireMedium01 FireBuildingMedium
  2166.       ParticleSysBone FireMedium02 FireBuildingMedium
  2167.       ParticleSysBone FireLarge01 FireBuildingLarge
  2168.       ParticleSysBone SmokeLarge01 SmokeBuildingLarge
  2169.     
  2170.     End
  2171.  
  2172.     ModelConditionState  = REALLYDAMAGED
  2173.       Model         = OSBruin16_D2
  2174.       ParticleSysBone DUSTBONE01 FireBuildingSmall
  2175.       ParticleSysBone DUSTBONE02 FireBuildingSmall
  2176.       ParticleSysBone DUSTBONE03 FireBuildingSmall
  2177.       ParticleSysBone FireMedium01 FireBuildingMedium
  2178.       ParticleSysBone FireMedium02 FireBuildingMedium
  2179.       ParticleSysBone FireLarge01 FireBuildingLarge
  2180.     
  2181.     End
  2182.     
  2183.     ModelConditionState  = RUBBLE
  2184.       Model         = OSBruin16_D2
  2185.       ParticleSysBone SmokeLarge01 SmokeBuildingLarge
  2186.     End
  2187.  
  2188.     ModelConditionState  = POST_RUBBLE
  2189.       Model         = None
  2190.       ParticleSysBone NONE SmokeBuildingMediumRubble
  2191.     End
  2192.  
  2193.     ModelConditionState  = POST_COLLAPSE
  2194.       Model         = None
  2195.       ParticleSysBone NONE SmokeBuildingMediumRubble
  2196.     End
  2197.     
  2198.  
  2199.         End
  2200.  
  2201.  
  2202.     ; *** AUDIO Parameters ***
  2203.  
  2204.     SoundOnDamaged            = BuildingLightDamageStone
  2205.     SoundOnReallyDamaged        = BuildingHeavyDamageStone
  2206.  
  2207.  
  2208.     ; ***DESIGN parameters ***
  2209.  
  2210.         DisplayName      = OBJECT:Ruins
  2211.         EditorSorting   = STRUCTURE
  2212.  
  2213.         ArmorSet
  2214.             Conditions        = None
  2215.             Armor             = NoArmor
  2216.             DamageFX          = None
  2217.         End
  2218.  
  2219. ; *** ENGINEERING Parameters ***  
  2220.         KindOf                = STRUCTURE IMMOBILE CAN_CAST_REFLECTIONS 
  2221.         RadarPriority = STRUCTURE
  2222.         Body                  = ActiveBody ModuleTag_03
  2223.             MaxHealth                = 2000.0
  2224.             MaxHealthDamaged          = 1500.0
  2225.             MaxHealthReallyDamaged     = 1000.0
  2226.         End
  2227.  
  2228.         ; Note that structures with "RUBBLE" states should not use DestroyDie; such buildings are 
  2229.         ; never truly destroyed, even when reduced to zero health. Also note that garrisonable
  2230.         ; buildings automatically stick around because GarrisonContain has it's own DieModule
  2231.         Behavior = SlowDeathBehavior ModuleTag_SlowDeathWithoutRubble
  2232.       DestructionDelay  = 3000
  2233.         End
  2234.  
  2235.   Behavior                  = StructureCollapseUpdate ModuleTag_04
  2236.     MinCollapseDelay        = 000
  2237.     MaxCollapseDelay        = 000
  2238.     CollapseDamping         = .5
  2239.     MaxShudder              = 0.6
  2240.     MinBurstDelay           = 250
  2241.     MaxBurstDelay           = 800
  2242.     BigBurstFrequency       = 4
  2243.     FXList                  = INITIAL   FX_StructureMediumCollapse
  2244.     OCL                        = INITIAL    OCL_StructureRubblePileLarge ; creates a rising pile of debris halfway-done
  2245.  
  2246.   End
  2247.  
  2248.  
  2249.   
  2250.           Geometry              = BOX
  2251.         GeometryMajorRadius   = 34.00
  2252.         GeometryMinorRadius   = 7.2
  2253.         GeometryHeight        = 44.8
  2254.         GeometryIsSmall       = No
  2255.         ;GeometryRotationAnchorOffset = X:1037.871 Y:0
  2256.         Shadow                = SHADOW_VOLUME
  2257.     End
  2258. ;------------------------------------------------------------
  2259.  
  2260. ChildObject OsgiliathRuin17 OsgiliathRuin16
  2261. End
  2262.  
  2263. ChildObject OsgiliathRuin18 OsgiliathRuin16
  2264. End
  2265.  
  2266. ChildObject OsgiliathRuin19 OsgiliathRuin16
  2267. End
  2268.  
  2269.  
  2270. ;------------------------------------------------------------
  2271. Object OsgiliathRuin20
  2272.  
  2273.     SelectPortrait = BPGOsgiliath
  2274.  
  2275.     ; *** ART Parameters ***
  2276.         Draw = W3DScriptedModelDraw ModuleTag_01
  2277.             OkToChangeModelColor = Yes
  2278.             
  2279.             StaticModelLODMode = yes
  2280.             
  2281.             DefaultModelConditionState
  2282.                 Model = OSBruin20
  2283.             End
  2284.         
  2285.         ;    WallBoundsMesh = GBMTWallAPTop
  2286.         
  2287.         ; ---------- destruction states
  2288.     
  2289.      ModelConditionState  = DAMAGED
  2290.       Model         = OSBruin20_D1
  2291.       ParticleSysBone DUSTBONE01 FireBuildingSmall
  2292.       ParticleSysBone DUSTBONE02 FireBuildingSmall
  2293.       ParticleSysBone DUSTBONE03 FireBuildingSmall
  2294.       ParticleSysBone FireMedium01 FireBuildingMedium
  2295.       ParticleSysBone FireMedium02 FireBuildingMedium
  2296.       ParticleSysBone FireLarge01 FireBuildingLarge
  2297.       ParticleSysBone SmokeLarge01 SmokeBuildingLarge
  2298.     
  2299.     End
  2300.  
  2301.     ModelConditionState  = REALLYDAMAGED
  2302.       Model         = OSBruin20_D1
  2303.       ParticleSysBone DUSTBONE01 FireBuildingSmall
  2304.       ParticleSysBone DUSTBONE02 FireBuildingSmall
  2305.       ParticleSysBone DUSTBONE03 FireBuildingSmall
  2306.       ParticleSysBone FireMedium01 FireBuildingMedium
  2307.       ParticleSysBone FireMedium02 FireBuildingMedium
  2308.       ParticleSysBone FireLarge01 FireBuildingLarge
  2309.     
  2310.     End
  2311.     
  2312.     ModelConditionState  = RUBBLE
  2313.       Model         = OSBruin20_D1
  2314.       ParticleSysBone SmokeLarge01 SmokeBuildingLarge
  2315.     End
  2316.  
  2317.     ModelConditionState  = POST_RUBBLE
  2318.       Model         = None
  2319.       ParticleSysBone NONE SmokeBuildingMediumRubble
  2320.     End
  2321.  
  2322.     ModelConditionState  = POST_COLLAPSE
  2323.       Model         = None
  2324.       ParticleSysBone NONE SmokeBuildingMediumRubble
  2325.     End
  2326.     
  2327.  
  2328.         End
  2329.  
  2330.  
  2331.     ; *** AUDIO Parameters ***
  2332.  
  2333.     SoundOnDamaged            = BuildingLightDamageStone
  2334.     SoundOnReallyDamaged        = BuildingHeavyDamageStone
  2335.  
  2336.  
  2337.     ; ***DESIGN parameters ***
  2338.  
  2339.         DisplayName      = OBJECT:Ruins
  2340.         EditorSorting   = STRUCTURE
  2341.  
  2342.         ArmorSet
  2343.             Conditions        = None
  2344.             Armor             = NoArmor
  2345.             DamageFX          = None
  2346.         End
  2347.  
  2348. ; *** ENGINEERING Parameters ***  
  2349.         KindOf                = STRUCTURE IMMOBILE CAN_CAST_REFLECTIONS 
  2350.         RadarPriority = STRUCTURE
  2351.         Body                  = ActiveBody ModuleTag_03
  2352.             MaxHealth                = 2000.0
  2353.             MaxHealthDamaged          = 1500.0
  2354.             MaxHealthReallyDamaged     = 1000.0
  2355.         End
  2356.  
  2357.         ; Note that structures with "RUBBLE" states should not use DestroyDie; such buildings are 
  2358.         ; never truly destroyed, even when reduced to zero health. Also note that garrisonable
  2359.         ; buildings automatically stick around because GarrisonContain has it's own DieModule
  2360.         Behavior = SlowDeathBehavior ModuleTag_SlowDeathWithoutRubble
  2361.       DestructionDelay  = 2500
  2362.         End
  2363.  
  2364.   Behavior                  = StructureCollapseUpdate ModuleTag_04
  2365.     MinCollapseDelay        = 000
  2366.     MaxCollapseDelay        = 000
  2367.     CollapseDamping         = .5
  2368.     MaxShudder              = 0.6
  2369.     MinBurstDelay           = 250
  2370.     MaxBurstDelay           = 800
  2371.     BigBurstFrequency       = 4
  2372.     FXList                  = INITIAL   FX_StructureMediumCollapse
  2373.     OCL                        = INITIAL    OCL_StructureRubblePileLarge ; creates a rising pile of debris halfway-done
  2374.  
  2375.   End
  2376.  
  2377.   
  2378.           Geometry              = BOX
  2379.         GeometryMajorRadius   = 30.80
  2380.         GeometryMinorRadius   = 8.8
  2381.         GeometryHeight        = 44.0
  2382.         GeometryIsSmall       = No
  2383.         ;GeometryRotationAnchorOffset = X:1037.871 Y:0
  2384.         Shadow                = SHADOW_VOLUME
  2385.     End
  2386. ;------------------------------------------------------------
  2387.  
  2388.  
  2389. ;------------------------------------------------------------
  2390. Object OsgiliathRuin21
  2391.  
  2392.     SelectPortrait = BPGOsgiliath
  2393.  
  2394.     ; *** ART Parameters ***
  2395.         Draw = W3DScriptedModelDraw ModuleTag_01
  2396.             OkToChangeModelColor = Yes
  2397.             
  2398.             StaticModelLODMode = yes
  2399.             
  2400.             DefaultModelConditionState
  2401.                 Model = OSBruin21
  2402.             End
  2403.         
  2404.         ;    WallBoundsMesh = GBMTWallAPTop
  2405.         
  2406.         ; ---------- destruction states
  2407.      ModelConditionState  = DAMAGED
  2408.       Model         = OSBruin21_D1
  2409.       ParticleSysBone DUSTBONE01 FireBuildingSmall
  2410.       ParticleSysBone DUSTBONE02 FireBuildingSmall
  2411.       ParticleSysBone DUSTBONE03 FireBuildingSmall
  2412.       ParticleSysBone FireMedium01 FireBuildingMedium
  2413.       ParticleSysBone FireMedium02 FireBuildingMedium
  2414.       ParticleSysBone FireLarge01 FireBuildingLarge
  2415.       ParticleSysBone SmokeLarge01 SmokeBuildingLarge
  2416.     
  2417.     End
  2418.  
  2419.     ModelConditionState  = REALLYDAMAGED
  2420.       Model         = OSBruin21_D2
  2421.       ParticleSysBone DUSTBONE01 FireBuildingSmall
  2422.       ParticleSysBone DUSTBONE02 FireBuildingSmall
  2423.       ParticleSysBone DUSTBONE03 FireBuildingSmall
  2424.       ParticleSysBone FireMedium01 FireBuildingMedium
  2425.       ParticleSysBone FireMedium02 FireBuildingMedium
  2426.       ParticleSysBone FireLarge01 FireBuildingLarge
  2427.     
  2428.     End
  2429.     
  2430.     ModelConditionState  = RUBBLE
  2431.       Model         = OSBruin21_D2
  2432.       ParticleSysBone SmokeLarge01 SmokeBuildingLarge
  2433.     End
  2434.  
  2435.     ModelConditionState  = POST_RUBBLE
  2436.       Model         = None
  2437.       ParticleSysBone NONE SmokeBuildingMediumRubble
  2438.     End
  2439.  
  2440.     ModelConditionState  = POST_COLLAPSE
  2441.       Model         = None
  2442.       ParticleSysBone NONE SmokeBuildingMediumRubble
  2443.     End
  2444.     
  2445.  
  2446.         End
  2447.  
  2448.  
  2449.     ; *** AUDIO Parameters ***
  2450.  
  2451.     SoundOnDamaged            = BuildingLightDamageStone
  2452.     SoundOnReallyDamaged        = BuildingHeavyDamageStone
  2453.  
  2454.  
  2455.     ; ***DESIGN parameters ***
  2456.  
  2457.         DisplayName      = OBJECT:Ruins
  2458.         EditorSorting   = STRUCTURE
  2459.  
  2460.         ArmorSet
  2461.             Conditions        = None
  2462.             Armor             = NoArmor
  2463.             DamageFX          = None
  2464.         End
  2465.  
  2466. ; *** ENGINEERING Parameters ***  
  2467.         KindOf                = STRUCTURE IMMOBILE CAN_CAST_REFLECTIONS SELECTABLE CHUNK_VENDOR
  2468.         RadarPriority = STRUCTURE
  2469.         Body                  = ActiveBody ModuleTag_03
  2470.             MaxHealth                = 2000.0
  2471.             MaxHealthDamaged          = 1500.0
  2472.             MaxHealthReallyDamaged     = 1000.0
  2473.             
  2474.             GrabObject = EntThrownBuildingRock
  2475.             GrabFX = FX_WallGrab
  2476.             GrabDamage = 490
  2477.             GrabOffset = X:16 Y:0
  2478.         End
  2479.  
  2480.         ; Note that structures with "RUBBLE" states should not use DestroyDie; such buildings are 
  2481.         ; never truly destroyed, even when reduced to zero health. Also note that garrisonable
  2482.         ; buildings automatically stick around because GarrisonContain has it's own DieModule
  2483.         Behavior = SlowDeathBehavior ModuleTag_SlowDeathWithoutRubble
  2484.       DestructionDelay  = 3000
  2485.         End
  2486.  
  2487.   Behavior                  = StructureCollapseUpdate ModuleTag_04
  2488.     MinCollapseDelay        = 000
  2489.     MaxCollapseDelay        = 000
  2490.     CollapseDamping         = .5
  2491.     MaxShudder              = 0.6
  2492.     MinBurstDelay           = 250
  2493.     MaxBurstDelay           = 800
  2494.     BigBurstFrequency       = 4
  2495.     FXList                  = INITIAL   FX_StructureMediumCollapse
  2496.     OCL                        = INITIAL    OCL_StructureRubblePileLarge ; creates a rising pile of debris halfway-done
  2497.  
  2498.   End
  2499.   
  2500.     Geometry              = BOX
  2501.     GeometryMajorRadius   = 16.40
  2502.     GeometryMinorRadius   = 13.6
  2503.     GeometryHeight        = 60.0
  2504.     GeometryIsSmall       = No
  2505.     ;GeometryRotationAnchorOffset = X:1037.871 Y:0
  2506.     Shadow                = SHADOW_VOLUME
  2507.  
  2508.     GeometryContactPoint = X:0  Y:-16  Z:0 Grab
  2509.     GeometryContactPoint = X:-10  Y:-6  Z:55 
  2510.     GeometryContactPoint = X:-20  Y:0  Z:0 Grab
  2511.     GeometryContactPoint = X:-10  Y:6  Z:55 
  2512.     GeometryContactPoint = X:0  Y:16  Z:0 Grab
  2513.     GeometryContactPoint = X:10  Y:6  Z:55 
  2514.     GeometryContactPoint = X:20  Y:0  Z:0 Grab
  2515.     GeometryContactPoint = X:10  Y:-6  Z:55 
  2516. End
  2517. ;------------------------------------------------------------
  2518. ;------------------------------------------------------------
  2519. Object OsgiliathRuin21b
  2520.  
  2521.     SelectPortrait = BPGOsgiliath
  2522.  
  2523.     ; *** ART Parameters ***
  2524.         Draw = W3DScriptedModelDraw ModuleTag_01
  2525.             OkToChangeModelColor = Yes
  2526.             
  2527.             StaticModelLODMode = yes
  2528.             
  2529.             DefaultModelConditionState
  2530.                 Model = OSBruin21b
  2531.             End
  2532.         
  2533.         ;    WallBoundsMesh = GBMTWallAPTop
  2534.         
  2535.         ; ---------- destruction states
  2536.      ModelConditionState  = DAMAGED
  2537.       Model         = OSBruin21b_D1
  2538.       ParticleSysBone DUSTBONE01 FireBuildingSmall
  2539.       ParticleSysBone DUSTBONE02 FireBuildingSmall
  2540.       ParticleSysBone DUSTBONE03 FireBuildingSmall
  2541.       ParticleSysBone FireMedium01 FireBuildingMedium
  2542.       ParticleSysBone FireMedium02 FireBuildingMedium
  2543.       ParticleSysBone FireLarge01 FireBuildingLarge
  2544.       ParticleSysBone SmokeLarge01 SmokeBuildingLarge
  2545.     
  2546.     End
  2547.  
  2548.     ModelConditionState  = REALLYDAMAGED
  2549.       Model         = OSBruin21b_D2
  2550.       ParticleSysBone DUSTBONE01 FireBuildingSmall
  2551.       ParticleSysBone DUSTBONE02 FireBuildingSmall
  2552.       ParticleSysBone DUSTBONE03 FireBuildingSmall
  2553.       ParticleSysBone FireMedium01 FireBuildingMedium
  2554.       ParticleSysBone FireMedium02 FireBuildingMedium
  2555.       ParticleSysBone FireLarge01 FireBuildingLarge
  2556.     
  2557.     End
  2558.     
  2559.     ModelConditionState  = RUBBLE
  2560.       Model         = OSBruin21b_D2
  2561.       ParticleSysBone SmokeLarge01 SmokeBuildingLarge
  2562.     End
  2563.  
  2564.     ModelConditionState  = POST_RUBBLE
  2565.       Model         = None
  2566.       ParticleSysBone NONE SmokeBuildingMediumRubble
  2567.     End
  2568.  
  2569.     ModelConditionState  = POST_COLLAPSE
  2570.       Model         = None
  2571.       ParticleSysBone NONE SmokeBuildingMediumRubble
  2572.     End
  2573.     
  2574.  
  2575.         End
  2576.  
  2577.  
  2578.     ; *** AUDIO Parameters ***
  2579.  
  2580.     SoundOnDamaged            = BuildingLightDamageStone
  2581.     SoundOnReallyDamaged        = BuildingHeavyDamageStone
  2582.  
  2583.  
  2584.     ; ***DESIGN parameters ***
  2585.  
  2586.         DisplayName      = OBJECT:Ruins
  2587.         EditorSorting   = STRUCTURE
  2588.  
  2589.         ArmorSet
  2590.             Conditions        = None
  2591.             Armor             = NoArmor
  2592.             DamageFX          = None
  2593.         End
  2594.  
  2595. ; *** ENGINEERING Parameters ***  
  2596.         KindOf                = STRUCTURE IMMOBILE CAN_CAST_REFLECTIONS SELECTABLE MADE_OF_STONE NOT_AUTOACQUIRABLE CHUNK_VENDOR CAN_CAST_REFLECTIONS
  2597.         RadarPriority = STRUCTURE
  2598.         Body                  = ActiveBody ModuleTag_03
  2599.             MaxHealth                = 2000.0
  2600.             MaxHealthDamaged          = 1300.0
  2601.             MaxHealthReallyDamaged     = 100.0
  2602.  
  2603.             GrabObject = EntThrownBuildingRock
  2604.             GrabFX = FX_WallGrab
  2605.             GrabOffset = X:16 Y:0              
  2606.  
  2607.         End
  2608.  
  2609.         ; Note that structures with "RUBBLE" states should not use DestroyDie; such buildings are 
  2610.         ; never truly destroyed, even when reduced to zero health. Also note that garrisonable
  2611.         ; buildings automatically stick around because GarrisonContain has it's own DieModule
  2612.         Behavior = SlowDeathBehavior ModuleTag_SlowDeathWithoutRubble
  2613.       DestructionDelay  = 3000
  2614.         End
  2615.  
  2616.   Behavior                  = StructureCollapseUpdate ModuleTag_04
  2617.     MinCollapseDelay        = 000
  2618.     MaxCollapseDelay        = 000
  2619.     CollapseDamping         = .5
  2620.     MaxShudder              = 0.6
  2621.     MinBurstDelay           = 250
  2622.     MaxBurstDelay           = 800
  2623.     BigBurstFrequency       = 4
  2624.     FXList                  = INITIAL   FX_StructureMediumCollapse
  2625.     OCL                        = INITIAL    OCL_StructureRubblePileLarge ; creates a rising pile of debris halfway-done
  2626.   End
  2627.  
  2628.     Geometry              = CYLINDER
  2629.     GeometryMajorRadius   = 35.0
  2630.     GeometryMinorRadius   = 35.0
  2631.     GeometryHeight        = 100.0
  2632.     GeometryIsSmall       = No
  2633.     ;GeometryRotationAnchorOffset = X:1037.871 Y:0
  2634.     Shadow                = SHADOW_VOLUME
  2635.         
  2636.     GeometryContactPoint = X:0  Y:-40  Z:0 Grab
  2637.     GeometryContactPoint = X:-17  Y:-17  Z:95 
  2638.     GeometryContactPoint = X:-40  Y:0  Z:0 Grab
  2639.     GeometryContactPoint = X:-17  Y:17  Z:95 
  2640.     GeometryContactPoint = X:0  Y:40  Z:0 Grab
  2641.     GeometryContactPoint = X:17  Y:17  Z:95 
  2642.     GeometryContactPoint = X:40  Y:0  Z:0 Grab
  2643.     GeometryContactPoint = X:17  Y:-17  Z:95     
  2644. End
  2645. ;------------------------------------------------------------
  2646.  
  2647. ;------------------------------------------------------------
  2648. Object OsgiliathRuin22
  2649.  
  2650.     SelectPortrait = BPGOsgiliath
  2651.  
  2652.     ; *** ART Parameters ***
  2653.         Draw = W3DScriptedModelDraw ModuleTag_01
  2654.             OkToChangeModelColor = Yes
  2655.             
  2656.             StaticModelLODMode = yes
  2657.             
  2658.             DefaultModelConditionState
  2659.                 Model = OSBruin22
  2660.             End
  2661.         
  2662.         End
  2663.  
  2664.  
  2665.     ; *** AUDIO Parameters ***
  2666.  
  2667.     SoundOnDamaged            = BuildingLightDamageStone
  2668.     SoundOnReallyDamaged        = BuildingHeavyDamageStone
  2669.  
  2670.  
  2671.     ; ***DESIGN parameters ***
  2672.  
  2673.         DisplayName      = OBJECT:Ruins
  2674.         EditorSorting   = STRUCTURE
  2675.  
  2676.         ArmorSet
  2677.             Conditions        = None
  2678.             Armor             = NoArmor
  2679.             DamageFX          = None
  2680.         End
  2681.  
  2682. ; *** ENGINEERING Parameters ***  
  2683.         KindOf                = STRUCTURE IMMOBILE CAN_CAST_REFLECTIONS UNATTACKABLE 
  2684.         RadarPriority = STRUCTURE
  2685.         Body                  = ImmortalBody ModuleTag_03
  2686.             MaxHealth                = 2000.0
  2687.             MaxHealthDamaged          = 1300.0
  2688.             MaxHealthReallyDamaged     = 1000.0
  2689.         End
  2690.  
  2691.         ; Note that structures with "RUBBLE" states should not use DestroyDie; such buildings are 
  2692.         ; never truly destroyed, even when reduced to zero health. Also note that garrisonable
  2693.         ; buildings automatically stick around because GarrisonContain has it's own DieModule
  2694.         Behavior = SlowDeathBehavior ModuleTag_SlowDeathWithoutRubble
  2695.       DestructionDelay  = 2100
  2696.         End
  2697.  
  2698.   Behavior                  = StructureCollapseUpdate ModuleTag_04
  2699.     MinCollapseDelay        = 000
  2700.     MaxCollapseDelay        = 000
  2701.     CollapseDamping         = .5
  2702.     MaxShudder              = 0.6
  2703.     MinBurstDelay           = 250
  2704.     MaxBurstDelay           = 800
  2705.     BigBurstFrequency       = 4
  2706.     FXList                  = INITIAL   FX_StructureMediumCollapse
  2707.     OCL                        = INITIAL    OCL_StructureRubblePileLarge ; creates a rising pile of debris halfway-done
  2708.  
  2709.   End
  2710.  
  2711.  
  2712.           Geometry              = BOX
  2713.         GeometryMajorRadius   = 5.20
  2714.         GeometryMinorRadius   = 8.8
  2715.         GeometryHeight        = 23.2
  2716.         GeometryIsSmall       = No
  2717.         ;GeometryRotationAnchorOffset = X:1037.871 Y:0
  2718.         Shadow                = SHADOW_VOLUME
  2719.     End
  2720. ;------------------------------------------------------------
  2721.  
  2722.  
  2723.  
  2724. ;------------------------------------------------------------
  2725. Object OsgiliathRuin23
  2726.  
  2727. SelectPortrait = BPGOsgiliath
  2728.  
  2729.     ; *** ART Parameters ***
  2730.         Draw = W3DScriptedModelDraw ModuleTag_01
  2731.             OkToChangeModelColor = Yes
  2732.             
  2733.             StaticModelLODMode = yes
  2734.             
  2735.             DefaultModelConditionState
  2736.                 Model = OSBruin23
  2737.             End
  2738.         
  2739.         ;    WallBoundsMesh = GBMTWallAPTop
  2740.         
  2741.         ; ---------- destruction states
  2742.      ModelConditionState  = DAMAGED
  2743.       Model         = OSBruin23_D1
  2744.       ParticleSysBone DUSTBONE01 FireBuildingSmall
  2745.       ParticleSysBone DUSTBONE02 FireBuildingSmall
  2746.       ParticleSysBone DUSTBONE03 FireBuildingSmall
  2747.       ParticleSysBone FireMedium01 FireBuildingMedium
  2748.       ParticleSysBone FireMedium02 FireBuildingMedium
  2749.       ParticleSysBone FireLarge01 FireBuildingLarge
  2750.       ParticleSysBone SmokeLarge01 SmokeBuildingLarge
  2751.     
  2752.     End
  2753.  
  2754.     ModelConditionState  = REALLYDAMAGED
  2755.       Model         = OSBruin23_D2
  2756.       ParticleSysBone DUSTBONE01 FireBuildingSmall
  2757.       ParticleSysBone DUSTBONE02 FireBuildingSmall
  2758.       ParticleSysBone DUSTBONE03 FireBuildingSmall
  2759.       ParticleSysBone FireMedium01 FireBuildingMedium
  2760.       ParticleSysBone FireMedium02 FireBuildingMedium
  2761.       ParticleSysBone FireLarge01 FireBuildingLarge
  2762.     
  2763.     End
  2764.     
  2765.     ModelConditionState  = RUBBLE
  2766.       Model         = OSBruin23_D2
  2767.       ParticleSysBone SmokeLarge01 SmokeBuildingLarge
  2768.     End
  2769.  
  2770.     ModelConditionState  = POST_RUBBLE
  2771.       Model         = None
  2772.       ParticleSysBone NONE SmokeBuildingMediumRubble
  2773.     End
  2774.  
  2775.     ModelConditionState  = POST_COLLAPSE
  2776.       Model         = None
  2777.       ParticleSysBone NONE SmokeBuildingMediumRubble
  2778.     End
  2779.     
  2780.  
  2781.         End
  2782.  
  2783.  
  2784.     ; *** AUDIO Parameters ***
  2785.  
  2786.     SoundOnDamaged            = BuildingLightDamageStone
  2787.     SoundOnReallyDamaged        = BuildingHeavyDamageStone
  2788.  
  2789.  
  2790.     ; ***DESIGN parameters ***
  2791.  
  2792.         DisplayName      = OBJECT:Ruins
  2793.         EditorSorting   = STRUCTURE
  2794.  
  2795.         ArmorSet
  2796.             Conditions        = None
  2797.             Armor             = NoArmor
  2798.             DamageFX          = None
  2799.         End
  2800.  
  2801. ; *** ENGINEERING Parameters ***  
  2802.         KindOf                = STRUCTURE IMMOBILE CAN_CAST_REFLECTIONS 
  2803.         RadarPriority = STRUCTURE
  2804.         Body                  = ActiveBody ModuleTag_03
  2805.             MaxHealth                = 2000.0
  2806.             MaxHealthDamaged          = 1500.0
  2807.             MaxHealthReallyDamaged     = 1000.0
  2808.         End
  2809.  
  2810.         ; Note that structures with "RUBBLE" states should not use DestroyDie; such buildings are 
  2811.         ; never truly destroyed, even when reduced to zero health. Also note that garrisonable
  2812.         ; buildings automatically stick around because GarrisonContain has it's own DieModule
  2813.         Behavior = SlowDeathBehavior ModuleTag_SlowDeathWithoutRubble
  2814.       DestructionDelay  = 2300
  2815.         End
  2816.  
  2817.   Behavior                  = StructureCollapseUpdate ModuleTag_04
  2818.     MinCollapseDelay        = 000
  2819.     MaxCollapseDelay        = 000
  2820.     CollapseDamping         = .5
  2821.     MaxShudder              = 0.6
  2822.     MinBurstDelay           = 250
  2823.     MaxBurstDelay           = 800
  2824.     BigBurstFrequency       = 4
  2825.     FXList                  = INITIAL   FX_StructureMediumCollapse
  2826.     OCL                        = INITIAL    OCL_StructureRubblePileLarge ; creates a rising pile of debris halfway-done
  2827.  
  2828.   End
  2829.  
  2830.   
  2831.           Geometry              = BOX
  2832.         GeometryMajorRadius   = 22.00
  2833.         GeometryMinorRadius   = 8.8
  2834.         GeometryHeight        = 39.2
  2835.         GeometryIsSmall       = No
  2836.         ;GeometryRotationAnchorOffset = X:1037.871 Y:0
  2837.         Shadow                = SHADOW_VOLUME
  2838.     End
  2839. ;------------------------------------------------------------
  2840.  
  2841.  
  2842. ;------------------------------------------------------------
  2843. Object OsgiliathRuin24
  2844.  
  2845.     SelectPortrait = BPGOsgiliath
  2846.  
  2847.     ; *** ART Parameters ***
  2848.         Draw = W3DScriptedModelDraw ModuleTag_01
  2849.             OkToChangeModelColor = Yes
  2850.             
  2851.             StaticModelLODMode = yes
  2852.             
  2853.             DefaultModelConditionState
  2854.                 Model = OSBruin24
  2855.             End
  2856.         
  2857.         ;    WallBoundsMesh = GBMTWallAPTop
  2858.         
  2859.         ; ---------- destruction states
  2860.     
  2861.      ModelConditionState  = DAMAGED
  2862.       Model         = OSBruin24_D1
  2863.       ParticleSysBone DUSTBONE01 FireBuildingSmall
  2864.       ParticleSysBone DUSTBONE02 FireBuildingSmall
  2865.       ParticleSysBone DUSTBONE03 FireBuildingSmall
  2866.       ParticleSysBone FireMedium01 FireBuildingMedium
  2867.       ParticleSysBone FireMedium02 FireBuildingMedium
  2868.       ParticleSysBone FireLarge01 FireBuildingLarge
  2869.       ParticleSysBone SmokeLarge01 SmokeBuildingLarge
  2870.     
  2871.     End
  2872.  
  2873.     ModelConditionState  = REALLYDAMAGED
  2874.       Model         = OSBruin24_D2
  2875.       ParticleSysBone DUSTBONE01 FireBuildingSmall
  2876.       ParticleSysBone DUSTBONE02 FireBuildingSmall
  2877.       ParticleSysBone DUSTBONE03 FireBuildingSmall
  2878.       ParticleSysBone FireMedium01 FireBuildingMedium
  2879.       ParticleSysBone FireMedium02 FireBuildingMedium
  2880.       ParticleSysBone FireLarge01 FireBuildingLarge
  2881.     
  2882.     End
  2883.     
  2884.     ModelConditionState  = RUBBLE
  2885.       Model         = OSBruin24_D2
  2886.       ParticleSysBone SmokeLarge01 SmokeBuildingLarge
  2887.     End
  2888.  
  2889.     ModelConditionState  = POST_RUBBLE
  2890.       Model         = None
  2891.       ParticleSysBone NONE SmokeBuildingMediumRubble
  2892.     End
  2893.  
  2894.     ModelConditionState  = POST_COLLAPSE
  2895.       Model         = None
  2896.       ParticleSysBone NONE SmokeBuildingMediumRubble
  2897.     End
  2898.     
  2899.  
  2900.         End
  2901.  
  2902.  
  2903.     ; *** AUDIO Parameters ***
  2904.  
  2905.     SoundOnDamaged            = BuildingLightDamageStone
  2906.     SoundOnReallyDamaged        = BuildingHeavyDamageStone
  2907.  
  2908.  
  2909.     ; ***DESIGN parameters ***
  2910.  
  2911.         DisplayName      = OBJECT:Ruins
  2912.         EditorSorting   = STRUCTURE
  2913.  
  2914.         ArmorSet
  2915.             Conditions        = None
  2916.             Armor             = NoArmor
  2917.             DamageFX          = None
  2918.         End
  2919.  
  2920. ; *** ENGINEERING Parameters ***  
  2921.         KindOf                = STRUCTURE IMMOBILE CAN_CAST_REFLECTIONS 
  2922.         RadarPriority = STRUCTURE
  2923.         Body                  = ActiveBody ModuleTag_03
  2924.             MaxHealth                = 2000.0
  2925.             MaxHealthDamaged          = 1500.0
  2926.             MaxHealthReallyDamaged     = 1000.0
  2927.         End
  2928.  
  2929.         ; Note that structures with "RUBBLE" states should not use DestroyDie; such buildings are 
  2930.         ; never truly destroyed, even when reduced to zero health. Also note that garrisonable
  2931.         ; buildings automatically stick around because GarrisonContain has it's own DieModule
  2932.         Behavior = SlowDeathBehavior ModuleTag_SlowDeathWithoutRubble
  2933.       DestructionDelay  = 2500
  2934.         End
  2935.  
  2936.   Behavior                  = StructureCollapseUpdate ModuleTag_04
  2937.     MinCollapseDelay        = 000
  2938.     MaxCollapseDelay        = 000
  2939.     CollapseDamping         = .5
  2940.     MaxShudder              = 0.6
  2941.     MinBurstDelay           = 250
  2942.     MaxBurstDelay           = 800
  2943.     BigBurstFrequency       = 4
  2944.     FXList                  = INITIAL   FX_StructureMediumCollapse
  2945.     OCL                        = INITIAL    OCL_StructureRubblePileLarge ; creates a rising pile of debris halfway-done
  2946.  
  2947.   End
  2948.  
  2949.   
  2950.   
  2951.           Geometry              = BOX
  2952.         GeometryMajorRadius   = 30.80
  2953.         GeometryMinorRadius   = 8.8
  2954.         GeometryHeight        = 41.6
  2955.         GeometryIsSmall       = No
  2956.         ;GeometryRotationAnchorOffset = X:1037.871 Y:0
  2957.         Shadow                = SHADOW_VOLUME
  2958.     End
  2959. ;------------------------------------------------------------
  2960.  
  2961.  
  2962.  
  2963. ;------------------------------------------------------------
  2964.  
  2965. Object OsgiliathRubble01
  2966.  
  2967.   ; *** ART Parameters ***
  2968.   Draw = W3DScriptedModelDraw ModuleTag_01
  2969.     DefaultModelConditionState
  2970.       Model = OSBruinRub01
  2971.     End
  2972.     UseStandardModelNames = Yes
  2973.   End
  2974.  
  2975.   ; ***DESIGN parameters ***
  2976.   DisplayName      = OBJECT:OsgiliathRubble01
  2977.   EditorSorting   = MISC_MAN_MADE
  2978.   KindOf = IMMOBILE UNATTACKABLE NOT_AUTOACQUIRABLE  CLEARED_BY_BUILD INERT OPTIMIZED_PROP
  2979.  
  2980.   ; *** ENGINEERING Parameters ***  
  2981.   Body            = ActiveBody ModuleTag_02
  2982.     MaxHealth       = 1.0
  2983.   End
  2984.   Shadow          = SHADOW_VOLUME
  2985.   
  2986.   Behavior = DestroyDie ModuleTag_09
  2987.     DeathTypes = ALL
  2988.   End
  2989.   
  2990. End
  2991.  
  2992. ;------------------------------------------------------------
  2993.  
  2994. Object OsgiliathRubble02
  2995.  
  2996.   ; *** ART Parameters ***
  2997.   Draw = W3DScriptedModelDraw ModuleTag_01
  2998.     DefaultModelConditionState
  2999.       Model = OSBruinRub02
  3000.     End
  3001.     UseStandardModelNames = Yes
  3002.   End
  3003.  
  3004.   ; ***DESIGN parameters ***
  3005.   DisplayName      = OBJECT:OsgiliathRubble02
  3006.   EditorSorting   = MISC_MAN_MADE
  3007.   KindOf = IMMOBILE UNATTACKABLE NOT_AUTOACQUIRABLE  CLEARED_BY_BUILD INERT OPTIMIZED_PROP
  3008.  
  3009.   ; *** ENGINEERING Parameters ***  
  3010.   Body            = ActiveBody ModuleTag_02
  3011.     MaxHealth       = 1.0
  3012.   End
  3013.   Shadow          = SHADOW_VOLUME
  3014.   
  3015.   Behavior = DestroyDie ModuleTag_09
  3016.     DeathTypes = ALL
  3017.   End
  3018.   
  3019. End
  3020.  
  3021. ;------------------------------------------------------------
  3022.  
  3023. Object OsgiliathRubble03
  3024.  
  3025.   ; *** ART Parameters ***
  3026.   Draw = W3DScriptedModelDraw ModuleTag_01
  3027.     DefaultModelConditionState
  3028.       Model = OSBruinRub03
  3029.     End
  3030.     UseStandardModelNames = Yes
  3031.   End
  3032.  
  3033.   ; ***DESIGN parameters ***
  3034.   DisplayName      = OBJECT:OsgiliathRubble03
  3035.   EditorSorting   = MISC_MAN_MADE
  3036.   KindOf = IMMOBILE UNATTACKABLE NOT_AUTOACQUIRABLE  CLEARED_BY_BUILD INERT OPTIMIZED_PROP
  3037.  
  3038.   ; *** ENGINEERING Parameters ***  
  3039.   Body            = ActiveBody ModuleTag_02
  3040.     MaxHealth       = 1.0
  3041.   End
  3042.   Shadow          = SHADOW_VOLUME
  3043.   
  3044.   Behavior = DestroyDie ModuleTag_09
  3045.     DeathTypes = ALL
  3046.   End
  3047.   
  3048. End
  3049.  
  3050. ;------------------------------------------------------------
  3051.  
  3052. Object OsgiliathRubble04
  3053.  
  3054.   ; *** ART Parameters ***
  3055.   Draw = W3DScriptedModelDraw ModuleTag_01
  3056.     DefaultModelConditionState
  3057.       Model = OSBruinRub04
  3058.     End
  3059.     UseStandardModelNames = Yes
  3060.   End
  3061.  
  3062.   ; ***DESIGN parameters ***
  3063.   DisplayName      = OBJECT:OsgiliathRubble04
  3064.   EditorSorting   = MISC_MAN_MADE
  3065.   KindOf = IMMOBILE UNATTACKABLE NOT_AUTOACQUIRABLE  CLEARED_BY_BUILD INERT OPTIMIZED_PROP
  3066.  
  3067.   ; *** ENGINEERING Parameters ***  
  3068.   Body            = ActiveBody ModuleTag_02
  3069.     MaxHealth       = 1.0
  3070.   End
  3071.   Shadow          = SHADOW_VOLUME
  3072.   
  3073.   Behavior = DestroyDie ModuleTag_09
  3074.     DeathTypes = ALL
  3075.   End
  3076.   
  3077. End
  3078.  
  3079. ;------------------------------------------------------------
  3080. Object OsgiliathPlot01
  3081.  
  3082.     SelectPortrait = BPGOsgiliath
  3083.  
  3084.     ; *** ART Parameters ***
  3085.         Draw = W3DScriptedModelDraw ModuleTag_01
  3086.             OkToChangeModelColor = Yes
  3087.             
  3088.             StaticModelLODMode = yes
  3089.             
  3090.             DefaultModelConditionState
  3091.                 Model = OSBruinPl01
  3092.             End
  3093.         
  3094.         ;    WallBoundsMesh = GBMTWallAPTop
  3095.         End
  3096.  
  3097.     ; *** AUDIO Parameters ***
  3098.  
  3099.     ; ***DESIGN parameters ***
  3100.         DisplayName      = OBJECT:Ruins
  3101.         EditorSorting   = STRUCTURE
  3102.  
  3103.         ArmorSet
  3104.             Conditions        = None
  3105.             Armor             = NoArmor
  3106.             DamageFX          = None
  3107.         End
  3108.  
  3109.     ; *** ENGINEERING Parameters ***  
  3110.         KindOf                = STRUCTURE IMMOBILE CAN_CAST_REFLECTIONS 
  3111.         RadarPriority = STRUCTURE
  3112.         Body                  = ActiveBody ModuleTag_03
  3113.             MaxHealth       = 2000.0
  3114.         End
  3115.  
  3116.         ; Note that structures with "RUBBLE" states should not use DestroyDie; such buildings are 
  3117.         ; never truly destroyed, even when reduced to zero health. Also note that garrisonable
  3118.         ; buildings automatically stick around because GarrisonContain has it's own DieModule
  3119.         Behavior = SlowDeathBehavior ModuleTag_SlowDeathWithoutRubble
  3120.       DestructionDelay  = 3000
  3121.         End
  3122.           
  3123.         Geometry              = BOX
  3124.         GeometryMajorRadius   = 40.0
  3125.         GeometryMinorRadius   = 11.2
  3126.         GeometryHeight        = 48.0
  3127.         GeometryIsSmall       = No
  3128.         ;GeometryRotationAnchorOffset = X:1037.871 Y:0
  3129.         Shadow                = SHADOW_VOLUME
  3130.     End
  3131. ;------------------------------------------------------------
  3132. ;------------------------------------------------------------
  3133. Object OsgiliathPlot02
  3134.  
  3135.     SelectPortrait = BPGOsgiliath
  3136.  
  3137.     ; *** ART Parameters ***
  3138.         Draw = W3DScriptedModelDraw ModuleTag_01
  3139.             OkToChangeModelColor = Yes
  3140.             
  3141.             StaticModelLODMode = yes
  3142.             
  3143.             DefaultModelConditionState
  3144.                 Model = OSBruinPl02
  3145.             End
  3146.         
  3147.         ;    WallBoundsMesh = GBMTWallAPTop
  3148.         End
  3149.  
  3150.     ; *** AUDIO Parameters ***
  3151.  
  3152.     ; ***DESIGN parameters ***
  3153.         DisplayName      = OBJECT:Ruins
  3154.         EditorSorting   = STRUCTURE
  3155.  
  3156.         ArmorSet
  3157.             Conditions        = None
  3158.             Armor             = NoArmor
  3159.             DamageFX          = None
  3160.         End
  3161.  
  3162.     ; *** ENGINEERING Parameters ***  
  3163.         KindOf                = STRUCTURE IMMOBILE CAN_CAST_REFLECTIONS 
  3164.         RadarPriority = STRUCTURE
  3165.         Body                  = ActiveBody ModuleTag_03
  3166.             MaxHealth       = 2000.0
  3167.         End
  3168.  
  3169.         ; Note that structures with "RUBBLE" states should not use DestroyDie; such buildings are 
  3170.         ; never truly destroyed, even when reduced to zero health. Also note that garrisonable
  3171.         ; buildings automatically stick around because GarrisonContain has it's own DieModule
  3172.         Behavior = SlowDeathBehavior ModuleTag_SlowDeathWithoutRubble
  3173.       DestructionDelay  = 3000
  3174.         End
  3175.           
  3176.         Geometry              = BOX
  3177.         GeometryMajorRadius   = 40.0
  3178.         GeometryMinorRadius   = 11.2
  3179.         GeometryHeight        = 48.0
  3180.         GeometryIsSmall       = No
  3181.         ;GeometryRotationAnchorOffset = X:1037.871 Y:0
  3182.         Shadow                = SHADOW_VOLUME
  3183.     End
  3184. ;------------------------------------------------------------
  3185. ;------------------------------------------------------------
  3186. Object OsgiliathPlot03
  3187.  
  3188.     SelectPortrait = BPGOsgiliath
  3189.  
  3190.     ; *** ART Parameters ***
  3191.         Draw = W3DScriptedModelDraw ModuleTag_01
  3192.             OkToChangeModelColor = Yes
  3193.             
  3194.             StaticModelLODMode = yes
  3195.             
  3196.             DefaultModelConditionState
  3197.                 Model = OSBruinPl03
  3198.             End
  3199.         
  3200.         ;    WallBoundsMesh = GBMTWallAPTop
  3201.         End
  3202.  
  3203.     ; *** AUDIO Parameters ***
  3204.  
  3205.     ; ***DESIGN parameters ***
  3206.         DisplayName      = OBJECT:Ruins
  3207.         EditorSorting   = STRUCTURE
  3208.  
  3209.         ArmorSet
  3210.             Conditions        = None
  3211.             Armor             = NoArmor
  3212.             DamageFX          = None
  3213.         End
  3214.  
  3215.     ; *** ENGINEERING Parameters ***  
  3216.         KindOf                = STRUCTURE IMMOBILE CAN_CAST_REFLECTIONS 
  3217.         RadarPriority = STRUCTURE
  3218.         Body                  = ActiveBody ModuleTag_03
  3219.             MaxHealth       = 2000.0
  3220.         End
  3221.  
  3222.         ; Note that structures with "RUBBLE" states should not use DestroyDie; such buildings are 
  3223.         ; never truly destroyed, even when reduced to zero health. Also note that garrisonable
  3224.         ; buildings automatically stick around because GarrisonContain has it's own DieModule
  3225.         Behavior = SlowDeathBehavior ModuleTag_SlowDeathWithoutRubble
  3226.       DestructionDelay  = 3000
  3227.         End
  3228.           
  3229.         Geometry              = BOX
  3230.         GeometryMajorRadius   = 40.0
  3231.         GeometryMinorRadius   = 11.2
  3232.         GeometryHeight        = 48.0
  3233.         GeometryIsSmall       = No
  3234.         ;GeometryRotationAnchorOffset = X:1037.871 Y:0
  3235.         Shadow                = SHADOW_VOLUME
  3236.     End
  3237. ;------------------------------------------------------------
  3238. ;------------------------------------------------------------
  3239. Object OsgiliathStatue01
  3240.  
  3241.     SelectPortrait = BPGOsgiliath
  3242.  
  3243.     ; *** ART Parameters ***
  3244.         Draw = W3DScriptedModelDraw ModuleTag_01
  3245.             OkToChangeModelColor = Yes
  3246.             
  3247.             StaticModelLODMode = yes
  3248.             
  3249.             DefaultModelConditionState
  3250.                 Model = OSBsta01
  3251.             End
  3252.         
  3253.         ;    WallBoundsMesh = GBMTWallAPTop
  3254.         End
  3255.  
  3256.  
  3257.     ; *** AUDIO Parameters ***
  3258.  
  3259.     SoundOnDamaged            = BuildingLightDamageStone
  3260.     SoundOnReallyDamaged        = BuildingHeavyDamageStone
  3261.  
  3262.  
  3263.     ; ***DESIGN parameters ***
  3264.  
  3265.         DisplayName      = OBJECT:Ruins
  3266.         EditorSorting   = STRUCTURE
  3267.  
  3268.         ArmorSet
  3269.             Conditions        = None
  3270.             Armor             = NoArmor
  3271.             DamageFX          = None
  3272.         End
  3273.  
  3274.     ; *** ENGINEERING Parameters ***  
  3275.         KindOf                = STRUCTURE IMMOBILE CAN_CAST_REFLECTIONS 
  3276.         RadarPriority = STRUCTURE
  3277.         Body                  = ActiveBody ModuleTag_03
  3278.             MaxHealth       = 2000.0
  3279.         End
  3280.  
  3281.         ; Note that structures with "RUBBLE" states should not use DestroyDie; such buildings are 
  3282.         ; never truly destroyed, even when reduced to zero health. Also note that garrisonable
  3283.         ; buildings automatically stick around because GarrisonContain has it's own DieModule
  3284.         Behavior = SlowDeathBehavior ModuleTag_SlowDeathWithoutRubble
  3285.       DestructionDelay  = 3000
  3286.         End
  3287.           
  3288.         Geometry              = BOX
  3289.         GeometryMajorRadius   = 12.0
  3290.         GeometryMinorRadius   = 20.0
  3291.         GeometryHeight        = 72.0
  3292.         GeometryIsSmall       = No
  3293.         ;GeometryRotationAnchorOffset = X:1037.871 Y:0
  3294.         Shadow                = SHADOW_VOLUME
  3295.     End
  3296. ;------------------------------------------------------------
  3297. ;------------------------------------------------------------
  3298. Object OsgiliathStatue02
  3299.  
  3300.     SelectPortrait = BPGOsgiliath
  3301.  
  3302.     ; *** ART Parameters ***
  3303.         Draw = W3DScriptedModelDraw ModuleTag_01
  3304.             OkToChangeModelColor = Yes
  3305.             
  3306.             StaticModelLODMode = yes
  3307.             
  3308.             DefaultModelConditionState
  3309.                 Model = OSBsta02
  3310.             End
  3311.         
  3312.         ;    WallBoundsMesh = GBMTWallAPTop
  3313.         End
  3314.  
  3315.  
  3316.     ; *** AUDIO Parameters ***
  3317.  
  3318.     SoundOnDamaged            = BuildingLightDamageStone
  3319.     SoundOnReallyDamaged        = BuildingHeavyDamageStone
  3320.  
  3321.  
  3322.     ; ***DESIGN parameters ***
  3323.  
  3324.         DisplayName      = OBJECT:Ruins
  3325.         EditorSorting   = STRUCTURE
  3326.  
  3327.         ArmorSet
  3328.             Conditions        = None
  3329.             Armor             = NoArmor
  3330.             DamageFX          = None
  3331.         End
  3332.  
  3333.     ; *** ENGINEERING Parameters ***  
  3334.         KindOf                = STRUCTURE IMMOBILE CAN_CAST_REFLECTIONS 
  3335.         RadarPriority = STRUCTURE
  3336.         Body                  = ActiveBody ModuleTag_03
  3337.             MaxHealth       = 2000.0
  3338.         End
  3339.  
  3340.         ; Note that structures with "RUBBLE" states should not use DestroyDie; such buildings are 
  3341.         ; never truly destroyed, even when reduced to zero health. Also note that garrisonable
  3342.         ; buildings automatically stick around because GarrisonContain has it's own DieModule
  3343.         Behavior = SlowDeathBehavior ModuleTag_SlowDeathWithoutRubble
  3344.       DestructionDelay  = 3000
  3345.         End
  3346.           
  3347.         Geometry              = BOX
  3348.         GeometryMajorRadius   = 8.0
  3349.         GeometryMinorRadius   = 9.6
  3350.         GeometryHeight        = 48.0
  3351.         GeometryIsSmall       = No
  3352.         ;GeometryRotationAnchorOffset = X:1037.871 Y:0
  3353.         Shadow                = SHADOW_VOLUME
  3354.     End
  3355. ;------------------------------------------------------------
  3356. ;------------------------------------------------------------
  3357. Object OsgiliathStatue03
  3358.  
  3359.     SelectPortrait = BPGOsgiliath
  3360.  
  3361.     ; *** ART Parameters ***
  3362.         Draw = W3DScriptedModelDraw ModuleTag_01
  3363.             OkToChangeModelColor = Yes
  3364.             
  3365.             StaticModelLODMode = yes
  3366.             
  3367.             DefaultModelConditionState
  3368.                 Model = OSBsta03
  3369.             End
  3370.         
  3371.         ;    WallBoundsMesh = GBMTWallAPTop
  3372.         End
  3373.  
  3374.  
  3375.     ; *** AUDIO Parameters ***
  3376.  
  3377.     SoundOnDamaged            = BuildingLightDamageStone
  3378.     SoundOnReallyDamaged        = BuildingHeavyDamageStone
  3379.  
  3380.  
  3381.     ; ***DESIGN parameters ***
  3382.  
  3383.         DisplayName      = OBJECT:Ruins
  3384.         EditorSorting   = STRUCTURE
  3385.  
  3386.         ArmorSet
  3387.             Conditions        = None
  3388.             Armor             = NoArmor
  3389.             DamageFX          = None
  3390.         End
  3391.  
  3392.     ; *** ENGINEERING Parameters ***  
  3393.         KindOf                = STRUCTURE IMMOBILE CAN_CAST_REFLECTIONS 
  3394.         RadarPriority = STRUCTURE
  3395.         Body                  = ActiveBody ModuleTag_03
  3396.             MaxHealth       = 2000.0
  3397.         End
  3398.  
  3399.         ; Note that structures with "RUBBLE" states should not use DestroyDie; such buildings are 
  3400.         ; never truly destroyed, even when reduced to zero health. Also note that garrisonable
  3401.         ; buildings automatically stick around because GarrisonContain has it's own DieModule
  3402.         Behavior = SlowDeathBehavior ModuleTag_SlowDeathWithoutRubble
  3403.       DestructionDelay  = 3000
  3404.         End
  3405.           
  3406.         Geometry              = BOX
  3407.         GeometryMajorRadius   = 8.0
  3408.         GeometryMinorRadius   = 8.0
  3409.         GeometryHeight        = 40.0
  3410.         GeometryIsSmall       = No
  3411.         ;GeometryRotationAnchorOffset = X:1037.871 Y:0
  3412.         Shadow                = SHADOW_VOLUME
  3413.     End
  3414. ;------------------------------------------------------------
  3415. ;------------------------------------------------------------
  3416. Object OsgiliathStatue04
  3417.  
  3418.     SelectPortrait = BPGOsgiliath
  3419.  
  3420.     ; *** ART Parameters ***
  3421.         Draw = W3DScriptedModelDraw ModuleTag_01
  3422.             OkToChangeModelColor = Yes
  3423.             
  3424.             StaticModelLODMode = yes
  3425.             
  3426.             DefaultModelConditionState
  3427.                 Model = OSBsta04
  3428.             End
  3429.         
  3430.         ;    WallBoundsMesh = GBMTWallAPTop
  3431.         End
  3432.  
  3433.  
  3434.     ; *** AUDIO Parameters ***
  3435.  
  3436.     SoundOnDamaged            = BuildingLightDamageStone
  3437.     SoundOnReallyDamaged        = BuildingHeavyDamageStone
  3438.  
  3439.  
  3440.     ; ***DESIGN parameters ***
  3441.  
  3442.         DisplayName      = OBJECT:Ruins
  3443.         EditorSorting   = STRUCTURE
  3444.         ; Browser = CINEMATICS UNIT
  3445.         ArmorSet
  3446.             Conditions        = None
  3447.             Armor             = NoArmor
  3448.             DamageFX          = None
  3449.         End
  3450.  
  3451.     ; *** ENGINEERING Parameters ***  
  3452.         KindOf                = STRUCTURE IMMOBILE CAN_CAST_REFLECTIONS 
  3453.         RadarPriority = STRUCTURE
  3454.         Body                  = ActiveBody ModuleTag_03
  3455.             MaxHealth       = 2000.0
  3456.         End
  3457.  
  3458.         ; Note that structures with "RUBBLE" states should not use DestroyDie; such buildings are 
  3459.         ; never truly destroyed, even when reduced to zero health. Also note that garrisonable
  3460.         ; buildings automatically stick around because GarrisonContain has it's own DieModule
  3461.         Behavior = SlowDeathBehavior ModuleTag_SlowDeathWithoutRubble
  3462.       DestructionDelay  = 3000
  3463.         End
  3464.           
  3465.         Geometry              = BOX
  3466.         GeometryMajorRadius   = 24.0
  3467.         GeometryMinorRadius   = 20.0
  3468.         GeometryHeight        = 35.2
  3469.         GeometryIsSmall       = No
  3470.         ;GeometryRotationAnchorOffset = X:1037.871 Y:0
  3471.         Shadow                = SHADOW_VOLUME
  3472.     End
  3473. ;------------------------------------------------------------
  3474. ;------------------------------------------------------------
  3475. Object OsgiliathBridgeCenter
  3476.  
  3477.     SelectPortrait = BPGOsgiliath
  3478.  
  3479.     ; *** ART Parameters ***
  3480.         Draw = W3DScriptedModelDraw ModuleTag_01
  3481.             OkToChangeModelColor = Yes
  3482.             
  3483.             StaticModelLODMode = yes
  3484.             
  3485.             DefaultModelConditionState
  3486.                 Model = OSBridgeC
  3487.             End
  3488.         
  3489.             WallBoundsMesh = OSBridgeCPTop
  3490. ;            RampMesh1 = OSBridgeCPTop            
  3491.         End
  3492.  
  3493.  
  3494.     ; *** AUDIO Parameters ***
  3495.  
  3496.     SoundOnDamaged            = BuildingLightDamageStone
  3497.     SoundOnReallyDamaged        = BuildingHeavyDamageStone
  3498.  
  3499.  
  3500.     ; ***DESIGN parameters ***
  3501.  
  3502.         DisplayName      = OBJECT:Bridge
  3503.         EditorSorting   = STRUCTURE
  3504.  
  3505.         ArmorSet
  3506.             Conditions        = None
  3507.             Armor             = NoArmor
  3508.             DamageFX          = None
  3509.         End
  3510.  
  3511.     ; *** ENGINEERING Parameters ***  
  3512.         KindOf                = STRUCTURE IMMOBILE CAN_CAST_REFLECTIONS WALK_ON_TOP_OF_WALL CHUNK_VENDOR  NOT_AUTOACQUIRABLE
  3513.         RadarPriority        = STRUCTURE
  3514.         Body                  = ImmortalBody ModuleTag_03
  3515.             MaxHealth = 1
  3516.         End
  3517.  
  3518.         ; Note that structures with "RUBBLE" states should not use DestroyDie; such buildings are 
  3519.         ; never truly destroyed, even when reduced to zero health. Also note that garrisonable
  3520.         ; buildings automatically stick around because GarrisonContain has it's own DieModule
  3521.         Behavior = SlowDeathBehavior ModuleTag_SlowDeathWithoutRubble
  3522.       DestructionDelay  = 4000
  3523.         End
  3524.           
  3525.       Behavior = AttributeModifierAuraUpdate ModuleTag_WallBonus
  3526.         StartsActive    = Yes ;If no, requires upgrade to turn on.
  3527.         BonusName        = WallBonus
  3528.         RefreshDelay    = 2000
  3529.         ;Range            = 120        ; Range is overridden to affect people on us since we are a wall
  3530.         ;TargetEnemy        = Yes    ; Alliances are ignored to affect people on us since we are a wall
  3531.     End    
  3532.  
  3533.         Geometry              = BOX
  3534.         GeometryMajorRadius   = 72.8
  3535.         GeometryMinorRadius   = 76.0
  3536.         GeometryHeight        = 65.6
  3537.         GeometryIsSmall       = No
  3538.         ;GeometryRotationAnchorOffset = X:1037.871 Y:0
  3539.         Shadow                = SHADOW_VOLUME
  3540.         
  3541.         GeometryContactPoint = X:-60  Y:-60 Z:60
  3542.         GeometryContactPoint = X:60  Y:-60 Z:60
  3543.         GeometryContactPoint = X:60  Y:60 Z:60
  3544.         GeometryContactPoint = X:-60  Y:60 Z:60
  3545.         GeometryContactPoint = X:0  Y:0 Z:60 Grab
  3546.     End
  3547. ;------------------------------------------------------------
  3548. ;------------------------------------------------------------
  3549. Object OsgiliathBridgeLeft
  3550.  
  3551.     SelectPortrait = BPGOsgiliath
  3552.  
  3553.     ; *** ART Parameters ***
  3554.         Draw = W3DScriptedModelDraw ModuleTag_01
  3555.             OkToChangeModelColor = Yes
  3556.             
  3557.             StaticModelLODMode = yes
  3558.             
  3559.             DefaultModelConditionState
  3560.                 Model = OSBridgeL
  3561.             End
  3562.         
  3563.             RampMesh1 = OSBridgeLPTop
  3564.         End
  3565.  
  3566.  
  3567.     ; *** AUDIO Parameters ***
  3568.  
  3569.     SoundOnDamaged            = BuildingLightDamageStone
  3570.     SoundOnReallyDamaged        = BuildingHeavyDamageStone
  3571.  
  3572.  
  3573.     ; ***DESIGN parameters ***
  3574.  
  3575.         DisplayName      = OBJECT:Bridge
  3576.         EditorSorting   = STRUCTURE
  3577.  
  3578.         ArmorSet
  3579.             Conditions        = None
  3580.             Armor             = NoArmor
  3581.             DamageFX          = None
  3582.         End
  3583.  
  3584.     ; *** ENGINEERING Parameters ***  
  3585.         KindOf                = STRUCTURE IMMOBILE CAN_CAST_REFLECTIONS WALK_ON_TOP_OF_WALL CHUNK_VENDOR  NOT_AUTOACQUIRABLE
  3586.         RadarPriority        = STRUCTURE
  3587.         Body                  = ImmortalBody ModuleTag_03
  3588.             MaxHealth = 1
  3589.         End
  3590.  
  3591.         ; Note that structures with "RUBBLE" states should not use DestroyDie; such buildings are 
  3592.         ; never truly destroyed, even when reduced to zero health. Also note that garrisonable
  3593.         ; buildings automatically stick around because GarrisonContain has it's own DieModule
  3594.         Behavior = SlowDeathBehavior ModuleTag_SlowDeathWithoutRubble
  3595.       DestructionDelay  = 5000
  3596.         End
  3597.           
  3598.       Behavior = AttributeModifierAuraUpdate ModuleTag_WallBonus
  3599.         StartsActive    = Yes ;If no, requires upgrade to turn on.
  3600.         BonusName        = WallBonus
  3601.         RefreshDelay    = 2000
  3602.         ;Range            = 120        ; Range is overridden to affect people on us since we are a wall
  3603.         ;TargetEnemy        = Yes    ; Alliances are ignored to affect people on us since we are a wall
  3604.     End    
  3605.  
  3606.         Geometry              = BOX
  3607.         GeometryMajorRadius   = 61.6
  3608.         GeometryMinorRadius   = 104.8
  3609.         GeometryHeight        = 40.0
  3610.         GeometryIsSmall       = No
  3611.         ;GeometryRotationAnchorOffset = X:1037.871 Y:0
  3612.         Shadow                = SHADOW_VOLUME
  3613.         
  3614.         ; left side contact points
  3615.         GeometryContactPoint = X:-65 Y:-105  Z:0 Grab
  3616.         GeometryContactPoint = X:-60 Y:-105  Z:0
  3617.         GeometryContactPoint = X:-60 Y:-50  Z:25 
  3618.         GeometryContactPoint = X:-65 Y:20 Z:0 Grab
  3619.         GeometryContactPoint = X:-60 Y:20  Z:0
  3620.         GeometryContactPoint = X:-60 Y:100  Z:40 
  3621.         
  3622.         ; right side contact points
  3623.         GeometryContactPoint = X:60 Y:100  Z:40 
  3624.         GeometryContactPoint = X:60 Y:20  Z:0
  3625.         GeometryContactPoint = X:65 Y:20 Z:0 Grab
  3626.         GeometryContactPoint = X:60 Y:-50  Z:25
  3627.         GeometryContactPoint = X:60 Y:-105  Z:0
  3628.         GeometryContactPoint = X:65 Y:-105  Z:0 Grab
  3629.     End
  3630. ;------------------------------------------------------------
  3631. ;------------------------------------------------------------
  3632. Object OsgiliathBridgeRight
  3633.  
  3634.     SelectPortrait = BPGOsgiliath
  3635.  
  3636.     ; *** ART Parameters ***
  3637.         Draw = W3DScriptedModelDraw ModuleTag_01
  3638.             OkToChangeModelColor = Yes
  3639.             
  3640.             
  3641.             StaticModelLODMode = yes
  3642.             
  3643.             DefaultModelConditionState
  3644.                 Model = OSBridgeR
  3645.             End
  3646.             RampMesh1 = OSBridgeRPTop
  3647.         End
  3648.  
  3649.  
  3650.     ; *** AUDIO Parameters ***
  3651.  
  3652.     SoundOnDamaged            = BuildingLightDamageStone
  3653.     SoundOnReallyDamaged        = BuildingHeavyDamageStone
  3654.  
  3655.  
  3656.     ; ***DESIGN parameters ***
  3657.  
  3658.         DisplayName      = OBJECT:Bridge
  3659.         EditorSorting   = STRUCTURE
  3660.  
  3661.         ArmorSet
  3662.             Conditions        = None
  3663.             Armor             = NoArmor
  3664.             DamageFX          = None
  3665.         End
  3666.  
  3667.     ; *** ENGINEERING Parameters ***  
  3668.         KindOf                = STRUCTURE IMMOBILE CAN_CAST_REFLECTIONS WALK_ON_TOP_OF_WALL CHUNK_VENDOR  NOT_AUTOACQUIRABLE
  3669.         RadarPriority        = STRUCTURE
  3670.         Body                  = ImmortalBody ModuleTag_03
  3671.             MaxHealth = 1
  3672.         End
  3673.  
  3674.         ; Note that structures with "RUBBLE" states should not use DestroyDie; such buildings are 
  3675.         ; never truly destroyed, even when reduced to zero health. Also note that garrisonable
  3676.         ; buildings automatically stick around because GarrisonContain has it's own DieModule
  3677.         Behavior = SlowDeathBehavior ModuleTag_SlowDeathWithoutRubble
  3678.       DestructionDelay  = 3000
  3679.         End
  3680.           
  3681.       Behavior = AttributeModifierAuraUpdate ModuleTag_WallBonus
  3682.         StartsActive    = Yes ;If no, requires upgrade to turn on.
  3683.         BonusName        = WallBonus
  3684.         RefreshDelay    = 2000
  3685.         ;Range            = 120        ; Range is overridden to affect people on us since we are a wall
  3686.         ;TargetEnemy        = Yes    ; Alliances are ignored to affect people on us since we are a wall
  3687.     End    
  3688.  
  3689.     ; need to approximate the ramp geometry here, otherwise treb projectiles explode in mid air
  3690.     Geometry              = BOX
  3691.     GeometryMajorRadius   = 61.6
  3692.     GeometryMinorRadius   = 26.2
  3693.     GeometryHeight        = 10.0
  3694.     GeometryIsSmall       = No
  3695.     GeometryOffset          = X:0 Y:78.6 Z:0
  3696.     
  3697.     AdditionalGeometry    = BOX
  3698.     GeometryMajorRadius   = 61.6
  3699.     GeometryMinorRadius   = 26.2
  3700.     GeometryHeight        = 20.0
  3701.     GeometryIsSmall       = No
  3702.     GeometryOffset          = X:0 Y:26.2 Z:0
  3703.     
  3704.     AdditionalGeometry    = BOX
  3705.     GeometryMajorRadius   = 61.6
  3706.     GeometryMinorRadius   = 26.2
  3707.     GeometryHeight        = 30.0
  3708.     GeometryIsSmall       = No
  3709.     GeometryOffset          = X:0 Y:-26.2 Z:0
  3710.     
  3711.     AdditionalGeometry    = BOX
  3712.     GeometryMajorRadius   = 61.6
  3713.     GeometryMinorRadius   = 26.2
  3714.     GeometryHeight        = 40.0
  3715.     GeometryIsSmall       = No
  3716.     GeometryOffset          = X:0 Y:-78.6 Z:0
  3717.     
  3718.     ;GeometryRotationAnchorOffset = X:1037.871 Y:0
  3719.     Shadow                = SHADOW_VOLUME
  3720.     
  3721.     ; left side contact points
  3722.     GeometryContactPoint = X:-65 Y:105  Z:0 Grab
  3723.     GeometryContactPoint = X:-60 Y:105  Z:0
  3724.     GeometryContactPoint = X:-60 Y:50  Z:25 
  3725.     GeometryContactPoint = X:-65 Y:-20 Z:0 Grab
  3726.     GeometryContactPoint = X:-60 Y:-20  Z:0
  3727.     GeometryContactPoint = X:-60 Y:-100  Z:40 
  3728.         
  3729.     ; right side contact points
  3730.     GeometryContactPoint = X:60 Y:-100  Z:40 
  3731.     GeometryContactPoint = X:60 Y:-20  Z:0
  3732.     GeometryContactPoint = X:65 Y:-20 Z:0 Grab
  3733.     GeometryContactPoint = X:60 Y:50  Z:25
  3734.     GeometryContactPoint = X:60 Y:105  Z:0
  3735.     GeometryContactPoint = X:65 Y:105  Z:0 Grab
  3736. End
  3737. ;------------------------------------------------------------
  3738.  
  3739.  
  3740. ;------------------------------------------------------------
  3741. ;------------------------------------------------------------
  3742. Object OsgiliathBridge2Center
  3743.  
  3744.     SelectPortrait = BPGOsgiliath
  3745.  
  3746.     ; *** ART Parameters ***
  3747.         Draw = W3DScriptedModelDraw ModuleTag_01
  3748.             OkToChangeModelColor = Yes
  3749.             
  3750.             StaticModelLODMode = yes
  3751.             
  3752.             DefaultModelConditionState
  3753.                 Model = OSBridge2C
  3754.             End
  3755.         
  3756.             WallBoundsMesh = OSBridgeCPTop
  3757. ;            RampMesh1 = OSBridgeCPTop            
  3758.         End
  3759.  
  3760.  
  3761.     ; *** AUDIO Parameters ***
  3762.  
  3763.     SoundOnDamaged            = BuildingLightDamageStone
  3764.     SoundOnReallyDamaged        = BuildingHeavyDamageStone
  3765.  
  3766.  
  3767.     ; ***DESIGN parameters ***
  3768.  
  3769.         DisplayName      = OBJECT:Bridge
  3770.         EditorSorting   = STRUCTURE
  3771.  
  3772.         ArmorSet
  3773.             Conditions        = None
  3774.             Armor             = NoArmor
  3775.             DamageFX          = None
  3776.         End
  3777.  
  3778.     ; *** ENGINEERING Parameters ***  
  3779.         KindOf                = STRUCTURE IMMOBILE CAN_CAST_REFLECTIONS WALK_ON_TOP_OF_WALL CHUNK_VENDOR  NOT_AUTOACQUIRABLE
  3780.         RadarPriority        = STRUCTURE
  3781.         Body                  = ImmortalBody ModuleTag_03
  3782.             MaxHealth = 1
  3783.         End
  3784.  
  3785.         ; Note that structures with "RUBBLE" states should not use DestroyDie; such buildings are 
  3786.         ; never truly destroyed, even when reduced to zero health. Also note that garrisonable
  3787.         ; buildings automatically stick around because GarrisonContain has it's own DieModule
  3788.         Behavior = SlowDeathBehavior ModuleTag_SlowDeathWithoutRubble
  3789.       DestructionDelay  = 4000
  3790.         End
  3791.           
  3792.       Behavior = AttributeModifierAuraUpdate ModuleTag_WallBonus
  3793.         StartsActive    = Yes ;If no, requires upgrade to turn on.
  3794.         BonusName        = WallBonus
  3795.         RefreshDelay    = 2000
  3796.         ;Range            = 120        ; Range is overridden to affect people on us since we are a wall
  3797.         ;TargetEnemy        = Yes    ; Alliances are ignored to affect people on us since we are a wall
  3798.     End    
  3799.  
  3800.         Geometry              = BOX
  3801.         GeometryMajorRadius   = 72.8
  3802.         GeometryMinorRadius   = 76.0
  3803.         GeometryHeight        = 65.6
  3804.         GeometryIsSmall       = No
  3805.         ;GeometryRotationAnchorOffset = X:1037.871 Y:0
  3806.         Shadow                = SHADOW_VOLUME
  3807.         
  3808.         GeometryContactPoint = X:-60  Y:-60 Z:60
  3809.         GeometryContactPoint = X:60  Y:-60 Z:60
  3810.         GeometryContactPoint = X:60  Y:60 Z:60
  3811.         GeometryContactPoint = X:-60  Y:60 Z:60
  3812.         GeometryContactPoint = X:0  Y:0 Z:60 Grab
  3813.     End
  3814. ;------------------------------------------------------------
  3815. ;------------------------------------------------------------
  3816. Object OsgiliathBridge2Left
  3817.  
  3818.     SelectPortrait = BPGOsgiliath
  3819.  
  3820.     ; *** ART Parameters ***
  3821.         Draw = W3DScriptedModelDraw ModuleTag_01
  3822.             OkToChangeModelColor = Yes
  3823.             
  3824.             StaticModelLODMode = yes
  3825.             
  3826.             DefaultModelConditionState
  3827.                 Model = OSBridge2L
  3828.             End
  3829.         
  3830.             RampMesh1 = OSBridgeLPTop
  3831.         End
  3832.  
  3833.  
  3834.     ; *** AUDIO Parameters ***
  3835.  
  3836.     SoundOnDamaged            = BuildingLightDamageStone
  3837.     SoundOnReallyDamaged        = BuildingHeavyDamageStone
  3838.  
  3839.  
  3840.     ; ***DESIGN parameters ***
  3841.  
  3842.         DisplayName      = OBJECT:Bridge
  3843.         EditorSorting   = STRUCTURE
  3844.  
  3845.         ArmorSet
  3846.             Conditions        = None
  3847.             Armor             = NoArmor
  3848.             DamageFX          = None
  3849.         End
  3850.  
  3851.     ; *** ENGINEERING Parameters ***  
  3852.         KindOf                = STRUCTURE IMMOBILE CAN_CAST_REFLECTIONS WALK_ON_TOP_OF_WALL CHUNK_VENDOR  NOT_AUTOACQUIRABLE
  3853.         RadarPriority        = STRUCTURE
  3854.         Body                  = ImmortalBody ModuleTag_03
  3855.             MaxHealth = 1
  3856.         End
  3857.  
  3858.         ; Note that structures with "RUBBLE" states should not use DestroyDie; such buildings are 
  3859.         ; never truly destroyed, even when reduced to zero health. Also note that garrisonable
  3860.         ; buildings automatically stick around because GarrisonContain has it's own DieModule
  3861.         Behavior = SlowDeathBehavior ModuleTag_SlowDeathWithoutRubble
  3862.       DestructionDelay  = 5000
  3863.         End
  3864.           
  3865.       Behavior = AttributeModifierAuraUpdate ModuleTag_WallBonus
  3866.         StartsActive    = Yes ;If no, requires upgrade to turn on.
  3867.         BonusName        = WallBonus
  3868.         RefreshDelay    = 2000
  3869.         ;Range            = 120        ; Range is overridden to affect people on us since we are a wall
  3870.         ;TargetEnemy        = Yes    ; Alliances are ignored to affect people on us since we are a wall
  3871.     End    
  3872.  
  3873.         Geometry              = BOX
  3874.         GeometryMajorRadius   = 61.6
  3875.         GeometryMinorRadius   = 104.8
  3876.         GeometryHeight        = 40.0
  3877.         GeometryIsSmall       = No
  3878.         ;GeometryRotationAnchorOffset = X:1037.871 Y:0
  3879.         Shadow                = SHADOW_VOLUME
  3880.         
  3881.         ; left side contact points
  3882.         GeometryContactPoint = X:-65 Y:-105  Z:0 Grab
  3883.         GeometryContactPoint = X:-60 Y:-105  Z:0
  3884.         GeometryContactPoint = X:-60 Y:-50  Z:25 
  3885.         GeometryContactPoint = X:-65 Y:20 Z:0 Grab
  3886.         GeometryContactPoint = X:-60 Y:20  Z:0
  3887.         GeometryContactPoint = X:-60 Y:100  Z:40 
  3888.         
  3889.         ; right side contact points
  3890.         GeometryContactPoint = X:60 Y:100  Z:40 
  3891.         GeometryContactPoint = X:60 Y:20  Z:0
  3892.         GeometryContactPoint = X:65 Y:20 Z:0 Grab
  3893.         GeometryContactPoint = X:60 Y:-50  Z:25
  3894.         GeometryContactPoint = X:60 Y:-105  Z:0
  3895.         GeometryContactPoint = X:65 Y:-105  Z:0 Grab
  3896.     End
  3897. ;------------------------------------------------------------
  3898. ;------------------------------------------------------------
  3899. Object OsgiliathBridge2Right
  3900.  
  3901.     SelectPortrait = BPGOsgiliath
  3902.  
  3903.     ; *** ART Parameters ***
  3904.         Draw = W3DScriptedModelDraw ModuleTag_01
  3905.             OkToChangeModelColor = Yes
  3906.             
  3907.             
  3908.             StaticModelLODMode = yes
  3909.             
  3910.             DefaultModelConditionState
  3911.                 Model = OSBridge2R
  3912.             End
  3913.             RampMesh1 = OSBridgeRPTop
  3914.         End
  3915.  
  3916.  
  3917.     ; *** AUDIO Parameters ***
  3918.  
  3919.     SoundOnDamaged            = BuildingLightDamageStone
  3920.     SoundOnReallyDamaged        = BuildingHeavyDamageStone
  3921.  
  3922.  
  3923.     ; ***DESIGN parameters ***
  3924.  
  3925.         DisplayName      = OBJECT:Bridge
  3926.         EditorSorting   = STRUCTURE
  3927.  
  3928.         ArmorSet
  3929.             Conditions        = None
  3930.             Armor             = NoArmor
  3931.             DamageFX          = None
  3932.         End
  3933.  
  3934.     ; *** ENGINEERING Parameters ***  
  3935.         KindOf                = STRUCTURE IMMOBILE CAN_CAST_REFLECTIONS WALK_ON_TOP_OF_WALL CHUNK_VENDOR  NOT_AUTOACQUIRABLE
  3936.         RadarPriority        = STRUCTURE
  3937.         Body                  = ImmortalBody ModuleTag_03
  3938.             MaxHealth = 1
  3939.         End
  3940.  
  3941.         ; Note that structures with "RUBBLE" states should not use DestroyDie; such buildings are 
  3942.         ; never truly destroyed, even when reduced to zero health. Also note that garrisonable
  3943.         ; buildings automatically stick around because GarrisonContain has it's own DieModule
  3944.         Behavior = SlowDeathBehavior ModuleTag_SlowDeathWithoutRubble
  3945.       DestructionDelay  = 3000
  3946.         End
  3947.           
  3948.       Behavior = AttributeModifierAuraUpdate ModuleTag_WallBonus
  3949.         StartsActive    = Yes ;If no, requires upgrade to turn on.
  3950.         BonusName        = WallBonus
  3951.         RefreshDelay    = 2000
  3952.         ;Range            = 120        ; Range is overridden to affect people on us since we are a wall
  3953.         ;TargetEnemy        = Yes    ; Alliances are ignored to affect people on us since we are a wall
  3954.     End    
  3955.  
  3956.     ; need to approximate the ramp geometry here, otherwise treb projectiles explode in mid air 
  3957.     Geometry              = BOX
  3958.     GeometryMajorRadius   = 110 ;61.6
  3959.     GeometryMinorRadius   = 26.2
  3960.     GeometryHeight        = 10.0
  3961.     GeometryIsSmall       = No
  3962.     GeometryOffset          = X:0 Y:78.6 Z:0
  3963.     
  3964.     AdditionalGeometry    = BOX
  3965.     GeometryMajorRadius   = 110 ;61.6
  3966.     GeometryMinorRadius   = 26.2
  3967.     GeometryHeight        = 20.0
  3968.     GeometryIsSmall       = No
  3969.     GeometryOffset          = X:0 Y:26.2 Z:0
  3970.     
  3971.     AdditionalGeometry    = BOX
  3972.     GeometryMajorRadius   = 110 ;61.6
  3973.     GeometryMinorRadius   = 26.2
  3974.     GeometryHeight        = 30.0
  3975.     GeometryIsSmall       = No
  3976.     GeometryOffset          = X:0 Y:-26.2 Z:0
  3977.     
  3978.     AdditionalGeometry    = BOX
  3979.     GeometryMajorRadius   = 110 ;61.6
  3980.     GeometryMinorRadius   = 26.2
  3981.     GeometryHeight        = 40.0
  3982.     GeometryIsSmall       = No
  3983.     GeometryOffset          = X:0 Y:-78.6 Z:0
  3984.     
  3985.     ;GeometryRotationAnchorOffset = X:1037.871 Y:0
  3986.     Shadow                = SHADOW_VOLUME
  3987.     
  3988.     ; left side contact points
  3989.     GeometryContactPoint = X:-65 Y:105  Z:0 Grab
  3990.     GeometryContactPoint = X:-60 Y:105  Z:0
  3991.     GeometryContactPoint = X:-60 Y:50  Z:25 
  3992.     GeometryContactPoint = X:-65 Y:-20 Z:0 Grab
  3993.     GeometryContactPoint = X:-60 Y:-20  Z:0
  3994.     GeometryContactPoint = X:-60 Y:-100  Z:40 
  3995.         
  3996.     ; right side contact points
  3997.     GeometryContactPoint = X:60 Y:-100  Z:40 
  3998.     GeometryContactPoint = X:60 Y:-20  Z:0
  3999.     GeometryContactPoint = X:65 Y:-20 Z:0 Grab
  4000.     GeometryContactPoint = X:60 Y:50  Z:25
  4001.     GeometryContactPoint = X:60 Y:105  Z:0
  4002.     GeometryContactPoint = X:65 Y:105  Z:0 Grab
  4003. End
  4004.  
  4005.  
  4006. ;------------------------------------------------------------------------------------------------
  4007. ;------------------------------------------------------------------------------------------------
  4008. ; ADDING SNOWY VERSIONS OF OSGILIATH RUINS
  4009. ;------------------------------------------------------------------------------------------------
  4010. ;------------------------------------------------------------------------------------------------
  4011.  
  4012.  
  4013. ;------------------------------------------------------------
  4014. Object OsgiliathPillar01Snow
  4015.  
  4016.     SelectPortrait = BPGOsgiliath
  4017.  
  4018.     ; *** ART Parameters ***
  4019.         Draw = W3DScriptedModelDraw ModuleTag_01
  4020.             OkToChangeModelColor = Yes
  4021.             
  4022.             StaticModelLODMode = yes
  4023.             
  4024.             DefaultModelConditionState
  4025.                 Model = OSPillarSn01
  4026.             End
  4027.         
  4028.         ;    WallBoundsMesh = GBMTWallAPTop
  4029.         End
  4030.  
  4031.  
  4032.     ; *** AUDIO Parameters ***
  4033.  
  4034.     SoundOnDamaged            = BuildingLightDamageStone
  4035.     SoundOnReallyDamaged        = BuildingHeavyDamageStone
  4036.  
  4037.  
  4038.     ; ***DESIGN parameters ***
  4039.  
  4040.         DisplayName      = OBJECT:Pillar
  4041.         EditorSorting   = STRUCTURE
  4042.  
  4043.         ArmorSet
  4044.             Conditions        = None
  4045.             Armor             = NoArmor
  4046.             DamageFX          = None
  4047.         End
  4048.  
  4049.     ; *** ENGINEERING Parameters ***  
  4050.         KindOf                = STRUCTURE IMMOBILE CAN_CAST_REFLECTIONS 
  4051.         RadarPriority = STRUCTURE
  4052.         Body                  = ActiveBody ModuleTag_03
  4053.             MaxHealth       = 2000.0
  4054.         End
  4055.  
  4056.     Behavior = SlowDeathBehavior ModuleTag_SlowDeathWithoutRubble
  4057.         DestructionDelay  = 2100
  4058.     End
  4059.           
  4060.         Geometry              = BOX
  4061.         GeometryMajorRadius   = 19.2
  4062.         GeometryMinorRadius   = 8.40
  4063.         GeometryHeight        = 6.4
  4064.         GeometryIsSmall       = No
  4065.         Shadow                = SHADOW_VOLUME
  4066.     End
  4067. ;------------------------------------------------------------
  4068. ;------------------------------------------------------------
  4069. Object OsgiliathPillar02Snow
  4070.  
  4071. SelectPortrait = BPGOsgiliath
  4072.  
  4073.     ; *** ART Parameters ***
  4074.         Draw = W3DScriptedModelDraw ModuleTag_01
  4075.             OkToChangeModelColor = Yes
  4076.             
  4077.             StaticModelLODMode = yes
  4078.             
  4079.             DefaultModelConditionState
  4080.                 Model = OSPillarSn02
  4081.             End
  4082.         
  4083.         ;    WallBoundsMesh = GBMTWallAPTop
  4084.         End
  4085.  
  4086.  
  4087.     ; *** AUDIO Parameters ***
  4088.  
  4089.     SoundOnDamaged            = BuildingLightDamageStone
  4090.     SoundOnReallyDamaged        = BuildingHeavyDamageStone
  4091.  
  4092.  
  4093.     ; ***DESIGN parameters ***
  4094.  
  4095.         DisplayName      = OBJECT:Pillar
  4096.         EditorSorting   = STRUCTURE
  4097.  
  4098.         ArmorSet
  4099.             Conditions        = None
  4100.             Armor             = NoArmor
  4101.             DamageFX          = None
  4102.         End
  4103.  
  4104.     ; *** ENGINEERING Parameters ***  
  4105.         KindOf                = STRUCTURE IMMOBILE CAN_CAST_REFLECTIONS 
  4106.         RadarPriority = STRUCTURE
  4107.         Body                  = ActiveBody ModuleTag_03
  4108.             MaxHealth       = 2000.0
  4109.         End
  4110.  
  4111.         Behavior = SlowDeathBehavior ModuleTag_SlowDeathWithoutRubble
  4112.             DestructionDelay  = 2100
  4113.         End
  4114.           
  4115.         Geometry              = BOX
  4116.         GeometryMajorRadius   = 8.40
  4117.         GeometryMinorRadius   = 15.2
  4118.         GeometryHeight        = 28.8
  4119.         GeometryIsSmall       = No
  4120.         ;GeometryRotationAnchorOffset = X:1037.871 Y:0
  4121.         Shadow                = SHADOW_VOLUME
  4122.     End
  4123. ;------------------------------------------------------------
  4124.  
  4125. ;------------------------------------------------------------
  4126. Object OsgiliathRuin01Snow
  4127.  
  4128.     SelectPortrait = BPGOsgiliath
  4129.  
  4130.     ; *** ART Parameters ***
  4131.         Draw = W3DScriptedModelDraw ModuleTag_01
  4132.             OkToChangeModelColor = Yes
  4133.             
  4134.             StaticModelLODMode = yes
  4135.             
  4136.             DefaultModelConditionState
  4137.                 Model = OSBruinSn01
  4138.             End
  4139.         
  4140.         ;    WallBoundsMesh = GBMTWallAPTop
  4141.         
  4142.      ModelConditionState  = DAMAGED
  4143.       Model         = OSBruin01_D1
  4144.       ParticleSysBone DUSTBONE01 FireBuildingSmall
  4145.       ParticleSysBone DUSTBONE02 FireBuildingSmall
  4146.       ParticleSysBone DUSTBONE03 FireBuildingSmall
  4147.       ParticleSysBone FireMedium01 FireBuildingMedium
  4148.       ParticleSysBone FireMedium02 FireBuildingMedium
  4149.       ParticleSysBone FireLarge01 FireBuildingLarge
  4150.       ParticleSysBone SmokeLarge01 SmokeBuildingLarge
  4151.     
  4152.     End
  4153.  
  4154.     ModelConditionState  = REALLYDAMAGED
  4155.       Model         = OSBruin01_D2
  4156.       ParticleSysBone DUSTBONE01 FireBuildingSmall
  4157.       ParticleSysBone DUSTBONE02 FireBuildingSmall
  4158.       ParticleSysBone DUSTBONE03 FireBuildingSmall
  4159.       ParticleSysBone FireMedium01 FireBuildingMedium
  4160.       ParticleSysBone FireMedium02 FireBuildingMedium
  4161.       ParticleSysBone FireLarge01 FireBuildingLarge
  4162.     
  4163.     End
  4164.     
  4165.     ModelConditionState  = RUBBLE
  4166.       Model         = OSBruin01_D2
  4167.       ParticleSysBone SmokeLarge01 SmokeBuildingLarge
  4168.     End
  4169.  
  4170.     ModelConditionState  = POST_RUBBLE
  4171.       Model         = None
  4172.       ParticleSysBone NONE SmokeBuildingMediumRubble
  4173.     End
  4174.  
  4175.     ModelConditionState  = POST_COLLAPSE
  4176.       Model         = None
  4177.       ParticleSysBone NONE SmokeBuildingMediumRubble
  4178.     End
  4179.     
  4180.  
  4181.         End
  4182.  
  4183.  
  4184.     ; *** AUDIO Parameters ***
  4185.  
  4186.     SoundOnDamaged            = BuildingLightDamageStone
  4187.     SoundOnReallyDamaged        = BuildingHeavyDamageStone
  4188.  
  4189.  
  4190.     ; ***DESIGN parameters ***
  4191.  
  4192.         DisplayName      = OBJECT:Ruins
  4193.         EditorSorting   = STRUCTURE
  4194.  
  4195.         ArmorSet
  4196.             Conditions        = None
  4197.             Armor             = NoArmor
  4198.             DamageFX          = None
  4199.         End
  4200.  
  4201. ; *** ENGINEERING Parameters ***  
  4202.  
  4203.         KindOf                = STRUCTURE IMMOBILE CAN_CAST_REFLECTIONS 
  4204.         RadarPriority = STRUCTURE
  4205.         Body                  = ActiveBody ModuleTag_03
  4206.             MaxHealth                = 2000.0
  4207.             MaxHealthDamaged          = 1500.0
  4208.             MaxHealthReallyDamaged     = 1000.0
  4209.         End
  4210.  
  4211.     Behavior = SlowDeathBehavior ModuleTag_SlowDeathWithoutRubble
  4212.         DestructionDelay  = 3000
  4213.     End
  4214.  
  4215.   Behavior                  = StructureCollapseUpdate ModuleTag_04
  4216.     MinCollapseDelay        = 000
  4217.     MaxCollapseDelay        = 000
  4218.     CollapseDamping         = .5
  4219.     MaxShudder              = 0.6
  4220.     MinBurstDelay           = 250
  4221.     MaxBurstDelay           = 800
  4222.     BigBurstFrequency       = 4
  4223.     FXList                  = INITIAL   FX_StructureMediumCollapse
  4224.  
  4225.   End
  4226.  
  4227.   
  4228.   
  4229.   
  4230.           Geometry              = BOX
  4231.         GeometryMajorRadius   = 40.0
  4232.         GeometryMinorRadius   = 42.4
  4233.         GeometryHeight        = 72.8
  4234.         GeometryIsSmall       = No
  4235.         ;GeometryRotationAnchorOffset = X:1037.871 Y:0
  4236.         Shadow                = SHADOW_VOLUME
  4237.     End
  4238. ;------------------------------------------------------------
  4239.  
  4240.  
  4241. ;------------------------------------------------------------
  4242. Object OsgiliathRuin02Snow
  4243.  
  4244.     SelectPortrait = BPGOsgiliath
  4245.  
  4246.     ; *** ART Parameters ***
  4247.         Draw = W3DScriptedModelDraw ModuleTag_01
  4248.             OkToChangeModelColor = Yes
  4249.             
  4250.             StaticModelLODMode = yes
  4251.             
  4252.             DefaultModelConditionState
  4253.                 Model = OSBruinSn02
  4254.             End
  4255.         
  4256.         ;    WallBoundsMesh = GBMTWallAPTop
  4257.         
  4258.     
  4259.      ModelConditionState  = DAMAGED
  4260.       Model         = OSBruin02_D1
  4261.       ParticleSysBone DUSTBONE01 FireBuildingSmall
  4262.       ParticleSysBone DUSTBONE02 FireBuildingSmall
  4263.       ParticleSysBone DUSTBONE03 FireBuildingSmall
  4264.       ParticleSysBone FireMedium01 FireBuildingMedium
  4265.       ParticleSysBone FireMedium02 FireBuildingMedium
  4266.       ParticleSysBone FireLarge01 FireBuildingLarge
  4267.       ParticleSysBone SmokeLarge01 SmokeBuildingLarge
  4268.     
  4269.     End
  4270.  
  4271.     ModelConditionState  = REALLYDAMAGED
  4272.       Model         = OSBruin02_D2
  4273.       ParticleSysBone DUSTBONE01 FireBuildingSmall
  4274.       ParticleSysBone DUSTBONE02 FireBuildingSmall
  4275.       ParticleSysBone DUSTBONE03 FireBuildingSmall
  4276.       ParticleSysBone FireMedium01 FireBuildingMedium
  4277.       ParticleSysBone FireMedium02 FireBuildingMedium
  4278.       ParticleSysBone FireLarge01 FireBuildingLarge
  4279.     
  4280.     End
  4281.     
  4282.     ModelConditionState  = RUBBLE
  4283.       Model         = OSBruin02_D2
  4284.       ParticleSysBone SmokeLarge01 SmokeBuildingLarge
  4285.     End
  4286.  
  4287.     ModelConditionState  = POST_RUBBLE
  4288.       Model         = None
  4289.       ParticleSysBone NONE SmokeBuildingMediumRubble
  4290.     End
  4291.  
  4292.     ModelConditionState  = POST_COLLAPSE
  4293.       Model         = None
  4294.       ParticleSysBone NONE SmokeBuildingMediumRubble
  4295.     End
  4296.     
  4297.  
  4298.         End
  4299.  
  4300.  
  4301.     ; *** AUDIO Parameters ***
  4302.  
  4303.     SoundOnDamaged            = BuildingLightDamageStone
  4304.     SoundOnReallyDamaged        = BuildingHeavyDamageStone
  4305.  
  4306.  
  4307.     ; ***DESIGN parameters ***
  4308.  
  4309.         DisplayName      = OBJECT:Ruins
  4310.         EditorSorting   = STRUCTURE
  4311.  
  4312.         ArmorSet
  4313.             Conditions        = None
  4314.             Armor             = NoArmor
  4315.             DamageFX          = None
  4316.         End
  4317.  
  4318. ; *** ENGINEERING Parameters ***  
  4319.         KindOf                = STRUCTURE IMMOBILE CAN_CAST_REFLECTIONS 
  4320.         RadarPriority = STRUCTURE
  4321.         Body                  = ActiveBody ModuleTag_03
  4322.             MaxHealth                = 2000.0
  4323.             MaxHealthDamaged          = 1500.0
  4324.             MaxHealthReallyDamaged     = 1000.0
  4325.         End
  4326.  
  4327.     Behavior = SlowDeathBehavior ModuleTag_SlowDeathWithoutRubble
  4328.       DestructionDelay  = 4000
  4329.     End
  4330.  
  4331.   Behavior                  = StructureCollapseUpdate ModuleTag_04
  4332.     MinCollapseDelay        = 000
  4333.     MaxCollapseDelay        = 000
  4334.     CollapseDamping         = .5
  4335.     MaxShudder              = 0.6
  4336.     MinBurstDelay           = 250
  4337.     MaxBurstDelay           = 800
  4338.     BigBurstFrequency       = 4
  4339.     FXList                  = INITIAL   FX_StructureMediumCollapse
  4340.     OCL                        = INITIAL    OCL_StructureRubblePileLarge ; creates a rising pile of debris halfway-done
  4341.  
  4342.   End
  4343.  
  4344.   
  4345.           Geometry              = BOX
  4346.         GeometryMajorRadius   = 40.0
  4347.         GeometryMinorRadius   = 30.4
  4348.         GeometryHeight        = 51.2
  4349.         GeometryIsSmall       = No
  4350.         ;GeometryRotationAnchorOffset = X:1037.871 Y:0
  4351.         Shadow                = SHADOW_VOLUME
  4352.     End
  4353. ;------------------------------------------------------------
  4354.  
  4355.  
  4356. ;------------------------------------------------------------
  4357. Object OsgiliathRuin03Snow
  4358.  
  4359.     SelectPortrait = BPGOsgiliath
  4360.  
  4361.     ; *** ART Parameters ***
  4362.         Draw = W3DScriptedModelDraw ModuleTag_01
  4363.             OkToChangeModelColor = Yes
  4364.             
  4365.             StaticModelLODMode = yes
  4366.             
  4367.             DefaultModelConditionState
  4368.                 Model = OSBruinSn03
  4369.             End
  4370.         
  4371.         ;    WallBoundsMesh = GBMTWallAPTop
  4372.         
  4373.         ; ---------- destruction states
  4374.      ModelConditionState  = DAMAGED
  4375.       Model         = OSBruin03_D1
  4376.       ParticleSysBone DUSTBONE01 FireBuildingSmall
  4377.       ParticleSysBone DUSTBONE02 FireBuildingSmall
  4378.       ParticleSysBone DUSTBONE03 FireBuildingSmall
  4379.       ParticleSysBone FireMedium01 FireBuildingMedium
  4380.       ParticleSysBone FireMedium02 FireBuildingMedium
  4381.       ParticleSysBone FireLarge01 FireBuildingLarge
  4382.       ParticleSysBone SmokeLarge01 SmokeBuildingLarge
  4383.     
  4384.     End
  4385.  
  4386.     ModelConditionState  = REALLYDAMAGED
  4387.       Model         = OSBruin03_D1
  4388.       ParticleSysBone DUSTBONE01 FireBuildingSmall
  4389.       ParticleSysBone DUSTBONE02 FireBuildingSmall
  4390.       ParticleSysBone DUSTBONE03 FireBuildingSmall
  4391.       ParticleSysBone FireMedium01 FireBuildingMedium
  4392.       ParticleSysBone FireMedium02 FireBuildingMedium
  4393.       ParticleSysBone FireLarge01 FireBuildingLarge
  4394.     
  4395.     End
  4396.     
  4397.     ModelConditionState  = RUBBLE
  4398.       Model         = OSBruin03_D1
  4399.       ParticleSysBone SmokeLarge01 SmokeBuildingLarge
  4400.     End
  4401.  
  4402.     ModelConditionState  = POST_RUBBLE
  4403.       Model         = None
  4404.       ParticleSysBone NONE SmokeBuildingMediumRubble
  4405.     End
  4406.  
  4407.     ModelConditionState  = POST_COLLAPSE
  4408.       Model         = None
  4409.       ParticleSysBone NONE SmokeBuildingMediumRubble
  4410.     End
  4411.     
  4412.  
  4413.         End
  4414.  
  4415.  
  4416.     ; *** AUDIO Parameters ***
  4417.  
  4418.     SoundOnDamaged            = BuildingLightDamageStone
  4419.     SoundOnReallyDamaged        = BuildingHeavyDamageStone
  4420.  
  4421.  
  4422.     ; ***DESIGN parameters ***
  4423.  
  4424.         DisplayName      = OBJECT:Ruins
  4425.         EditorSorting   = STRUCTURE
  4426.  
  4427.         ArmorSet
  4428.             Conditions        = None
  4429.             Armor             = NoArmor
  4430.             DamageFX          = None
  4431.         End
  4432.  
  4433. ; *** ENGINEERING Parameters ***  
  4434.         KindOf                = STRUCTURE IMMOBILE CAN_CAST_REFLECTIONS 
  4435.         RadarPriority = STRUCTURE
  4436.         Body                  = ActiveBody ModuleTag_03
  4437.             MaxHealth                = 2000.0
  4438.             MaxHealthDamaged          = 1500.0
  4439.             MaxHealthReallyDamaged     = 1000.0
  4440.         End
  4441.  
  4442.     Behavior = SlowDeathBehavior ModuleTag_SlowDeathWithoutRubble
  4443.         DestructionDelay  = 3000
  4444.     End
  4445.  
  4446.     Behavior                  = StructureCollapseUpdate ModuleTag_04
  4447.         MinCollapseDelay        = 000
  4448.         MaxCollapseDelay        = 000
  4449.         CollapseDamping         = .5
  4450.         MaxShudder              = 0.6
  4451.         MinBurstDelay           = 250
  4452.         MaxBurstDelay           = 800
  4453.         BigBurstFrequency       = 4
  4454.         FXList                  = INITIAL   FX_StructureMediumCollapse
  4455.         OCL                        = INITIAL    OCL_StructureRubblePileLarge ; creates a rising pile of debris halfway-done
  4456.  
  4457.     End
  4458.  
  4459.  
  4460.   
  4461.           Geometry              = BOX
  4462.         GeometryMajorRadius   = 6.8
  4463.         GeometryMinorRadius   = 53.80
  4464.         GeometryHeight        = 40.8
  4465.         GeometryIsSmall       = No
  4466.         GeometryOffset = X:7 Y:-19 Z:0
  4467.     
  4468.         AdditionalGeometry    = BOX
  4469.         GeometryMajorRadius   = 54.0
  4470.         GeometryMinorRadius   = 6.0
  4471.         GeometryHeight        = 35.0
  4472.         GeometryOffset        = X:8 Y:28 Z:0
  4473.         
  4474.         ;GeometryRotationAnchorOffset = X:1037.871 Y:0
  4475.         Shadow                = SHADOW_VOLUME
  4476.     End
  4477. ;------------------------------------------------------------
  4478.  
  4479.  
  4480. ;------------------------------------------------------------
  4481. Object OsgiliathRuin04Snow
  4482.  
  4483.     SelectPortrait = BPGOsgiliath
  4484.  
  4485.     ; *** ART Parameters ***
  4486.         Draw = W3DScriptedModelDraw ModuleTag_01
  4487.             OkToChangeModelColor = Yes
  4488.             
  4489.             StaticModelLODMode = yes
  4490.             
  4491.             DefaultModelConditionState
  4492.                 Model = OSBruinSn04
  4493.             End
  4494.         
  4495.         ;    WallBoundsMesh = GBMTWallAPTop
  4496.         
  4497.         ; ---------- destruction states
  4498.     
  4499.      ModelConditionState  = DAMAGED
  4500.       Model         = OSBruin04_D1
  4501.       ParticleSysBone DUSTBONE01 FireBuildingSmall
  4502.       ParticleSysBone DUSTBONE02 FireBuildingSmall
  4503.       ParticleSysBone DUSTBONE03 FireBuildingSmall
  4504.       ParticleSysBone FireMedium01 FireBuildingMedium
  4505.       ParticleSysBone FireMedium02 FireBuildingMedium
  4506.       ParticleSysBone FireLarge01 FireBuildingLarge
  4507.       ParticleSysBone SmokeLarge01 SmokeBuildingLarge
  4508.     
  4509.     End
  4510.  
  4511.     ModelConditionState  = REALLYDAMAGED
  4512.       Model         = OSBruin04_D1
  4513.       ParticleSysBone DUSTBONE01 FireBuildingSmall
  4514.       ParticleSysBone DUSTBONE02 FireBuildingSmall
  4515.       ParticleSysBone DUSTBONE03 FireBuildingSmall
  4516.       ParticleSysBone FireMedium01 FireBuildingMedium
  4517.       ParticleSysBone FireMedium02 FireBuildingMedium
  4518.       ParticleSysBone FireLarge01 FireBuildingLarge
  4519.     
  4520.     End
  4521.     
  4522.     ModelConditionState  = RUBBLE
  4523.       Model         = OSBruin04_D1
  4524.       ParticleSysBone SmokeLarge01 SmokeBuildingLarge
  4525.     End
  4526.  
  4527.     ModelConditionState  = POST_RUBBLE
  4528.       Model         = None
  4529.       ParticleSysBone NONE SmokeBuildingMediumRubble
  4530.     End
  4531.  
  4532.     ModelConditionState  = POST_COLLAPSE
  4533.       Model         = None
  4534.       ParticleSysBone NONE SmokeBuildingMediumRubble
  4535.     End
  4536.     
  4537.  
  4538.         End
  4539.  
  4540.  
  4541.     ; *** AUDIO Parameters ***
  4542.  
  4543.     SoundOnDamaged            = BuildingLightDamageStone
  4544.     SoundOnReallyDamaged        = BuildingHeavyDamageStone
  4545.  
  4546.  
  4547.     ; ***DESIGN parameters ***
  4548.  
  4549.         DisplayName      = OBJECT:Ruins
  4550.         EditorSorting   = STRUCTURE
  4551.  
  4552.         ArmorSet
  4553.             Conditions        = None
  4554.             Armor             = NoArmor
  4555.             DamageFX          = None
  4556.         End
  4557.  
  4558. ; *** ENGINEERING Parameters ***  
  4559.         KindOf                = STRUCTURE IMMOBILE CAN_CAST_REFLECTIONS 
  4560.         RadarPriority = STRUCTURE
  4561.         Body                  = ActiveBody ModuleTag_03
  4562.             MaxHealth                = 2000.0
  4563.             MaxHealthDamaged          = 1500.0
  4564.             MaxHealthReallyDamaged     = 1000.0
  4565.         End
  4566.  
  4567.     Behavior = SlowDeathBehavior ModuleTag_SlowDeathWithoutRubble
  4568.         DestructionDelay  = 3000
  4569.     End
  4570.  
  4571.     Behavior                  = StructureCollapseUpdate ModuleTag_04
  4572.         MinCollapseDelay        = 000
  4573.         MaxCollapseDelay        = 000
  4574.         CollapseDamping         = .5
  4575.         MaxShudder              = 0.6
  4576.         MinBurstDelay           = 250
  4577.         MaxBurstDelay           = 800
  4578.         BigBurstFrequency       = 4
  4579.         FXList                  = INITIAL   FX_StructureMediumCollapse
  4580.         OCL                        = INITIAL    OCL_StructureRubblePileLarge ; creates a rising pile of debris halfway-done
  4581.  
  4582.     End
  4583.  
  4584.   
  4585.  
  4586.           Geometry              = BOX
  4587.         GeometryMajorRadius   = 33.20
  4588.         GeometryMinorRadius   = 28.40
  4589.         GeometryHeight        = 51.2
  4590.         GeometryIsSmall       = No
  4591.         ;GeometryRotationAnchorOffset = X:1037.871 Y:0
  4592.         Shadow                = SHADOW_VOLUME
  4593.     End
  4594. ;------------------------------------------------------------
  4595.  
  4596.  
  4597.  
  4598. ;------------------------------------------------------------
  4599. Object OsgiliathRuin05Snow
  4600.  
  4601.     SelectPortrait = BPGOsgiliath
  4602.  
  4603.     ; *** ART Parameters ***
  4604.         Draw = W3DScriptedModelDraw ModuleTag_01
  4605.             OkToChangeModelColor = Yes
  4606.             
  4607.             StaticModelLODMode = yes
  4608.             
  4609.             DefaultModelConditionState
  4610.                 Model = OSBruinSn05
  4611.             End
  4612.         
  4613.         ;    WallBoundsMesh = GBMTWallAPTop
  4614.         
  4615.         ; ---------- destruction states
  4616.    
  4617.      ModelConditionState  = DAMAGED
  4618.       Model         = OSBruin05_D1
  4619.       ParticleSysBone DUSTBONE01 FireBuildingSmall
  4620.       ParticleSysBone DUSTBONE02 FireBuildingSmall
  4621.       ParticleSysBone DUSTBONE03 FireBuildingSmall
  4622.       ParticleSysBone FireMedium01 FireBuildingMedium
  4623.       ParticleSysBone FireMedium02 FireBuildingMedium
  4624.       ParticleSysBone FireLarge01 FireBuildingLarge
  4625.       ParticleSysBone SmokeLarge01 SmokeBuildingLarge
  4626.     
  4627.     End
  4628.  
  4629.     ModelConditionState  = REALLYDAMAGED
  4630.       Model         = OSBruin05_D2
  4631.       ParticleSysBone DUSTBONE01 FireBuildingSmall
  4632.       ParticleSysBone DUSTBONE02 FireBuildingSmall
  4633.       ParticleSysBone DUSTBONE03 FireBuildingSmall
  4634.       ParticleSysBone FireMedium01 FireBuildingMedium
  4635.       ParticleSysBone FireMedium02 FireBuildingMedium
  4636.       ParticleSysBone FireLarge01 FireBuildingLarge
  4637.     
  4638.     End
  4639.     
  4640.     ModelConditionState  = RUBBLE
  4641.       Model         = OSBruin05_D2
  4642.       ParticleSysBone SmokeLarge01 SmokeBuildingLarge
  4643.     End
  4644.  
  4645.     ModelConditionState  = POST_RUBBLE
  4646. Model         = None
  4647.       ParticleSysBone NONE SmokeBuildingMediumRubble
  4648.     End
  4649.  
  4650.     ModelConditionState  = POST_COLLAPSE
  4651.       Model         = None
  4652.       ParticleSysBone NONE SmokeBuildingMediumRubble
  4653.     End
  4654.     
  4655.  
  4656.         End
  4657.  
  4658.  
  4659.     ; *** AUDIO Parameters ***
  4660.  
  4661.     SoundOnDamaged            = BuildingLightDamageStone
  4662.     SoundOnReallyDamaged        = BuildingHeavyDamageStone
  4663.  
  4664.  
  4665.     ; ***DESIGN parameters ***
  4666.  
  4667.         DisplayName      = OBJECT:Ruins
  4668.         EditorSorting   = STRUCTURE
  4669.  
  4670.         ArmorSet
  4671.             Conditions        = None
  4672.             Armor             = NoArmor
  4673.             DamageFX          = None
  4674.         End
  4675.  
  4676. ; *** ENGINEERING Parameters ***  
  4677.         KindOf                = STRUCTURE IMMOBILE CAN_CAST_REFLECTIONS 
  4678.         RadarPriority = STRUCTURE
  4679.         Body                  = ActiveBody ModuleTag_03
  4680.             MaxHealth                = 2000.0
  4681.             MaxHealthDamaged          = 1500.0
  4682.             MaxHealthReallyDamaged     = 1000.0
  4683.         End
  4684.  
  4685.         ; Note that structures with "RUBBLE" states should not use DestroyDie; such buildings are 
  4686.         ; never truly destroyed, even when reduced to zero health. Also note that garrisonable
  4687.         ; buildings automatically stick around because GarrisonContain has it's own DieModule
  4688.     Behavior = SlowDeathBehavior ModuleTag_SlowDeathWithoutRubble
  4689.         DestructionDelay  = 3000
  4690.     End
  4691.  
  4692.     Behavior                  = StructureCollapseUpdate ModuleTag_04
  4693.         MinCollapseDelay        = 000
  4694.         MaxCollapseDelay        = 000
  4695.         CollapseDamping         = .5
  4696.         MaxShudder              = 0.6
  4697.         MinBurstDelay           = 250
  4698.         MaxBurstDelay           = 800
  4699.         BigBurstFrequency       = 4
  4700.         FXList                  = INITIAL   FX_StructureMediumCollapse
  4701.         OCL                        = INITIAL    OCL_StructureRubblePileLarge ; creates a rising pile of debris halfway-done
  4702.  
  4703.     End
  4704.  
  4705.   
  4706.   
  4707.           Geometry              = BOX
  4708.         GeometryMajorRadius   = 33.6
  4709.         GeometryMinorRadius   = 9.20
  4710.         GeometryHeight        = 32.0
  4711.         GeometryIsSmall       = No
  4712.         ;GeometryRotationAnchorOffset = X:1037.871 Y:0
  4713.         Shadow                = SHADOW_VOLUME
  4714.     End
  4715. ;------------------------------------------------------------
  4716.  
  4717.  
  4718. ;------------------------------------------------------------
  4719. Object OsgiliathRuin06Snow
  4720.  
  4721.     SelectPortrait = BPGOsgiliath
  4722.  
  4723.     ; *** ART Parameters ***
  4724.         Draw = W3DScriptedModelDraw ModuleTag_01
  4725.             OkToChangeModelColor = Yes
  4726.             
  4727.             StaticModelLODMode = yes
  4728.             
  4729.             DefaultModelConditionState
  4730.                 Model = OSBruinSn06
  4731.             End
  4732.         
  4733.         ;    WallBoundsMesh = GBMTWallAPTop
  4734.         
  4735.         ; ---------- destruction states
  4736.    
  4737.      ModelConditionState  = DAMAGED
  4738.       Model         = OSBruin06_D1
  4739.       ParticleSysBone DUSTBONE01 FireBuildingSmall
  4740.       ParticleSysBone DUSTBONE02 FireBuildingSmall
  4741.       ParticleSysBone DUSTBONE03 FireBuildingSmall
  4742.       ParticleSysBone FireMedium01 FireBuildingMedium
  4743.       ParticleSysBone FireMedium02 FireBuildingMedium
  4744.       ParticleSysBone FireLarge01 FireBuildingLarge
  4745.       ParticleSysBone SmokeLarge01 SmokeBuildingLarge
  4746.     
  4747.     End
  4748.  
  4749.     ModelConditionState  = REALLYDAMAGED
  4750.       Model         = OSBruin06_D2
  4751.       ParticleSysBone DUSTBONE01 FireBuildingSmall
  4752.       ParticleSysBone DUSTBONE02 FireBuildingSmall
  4753.       ParticleSysBone DUSTBONE03 FireBuildingSmall
  4754.       ParticleSysBone FireMedium01 FireBuildingMedium
  4755.       ParticleSysBone FireMedium02 FireBuildingMedium
  4756.       ParticleSysBone FireLarge01 FireBuildingLarge
  4757.     
  4758.     End
  4759.     
  4760.     ModelConditionState  = RUBBLE
  4761.       Model         = OSBruin06_D2
  4762.       ParticleSysBone SmokeLarge01 SmokeBuildingLarge
  4763.     End
  4764.  
  4765.     ModelConditionState  = POST_RUBBLE
  4766.       Model         = None
  4767.       ParticleSysBone NONE SmokeBuildingMediumRubble
  4768.     End
  4769.  
  4770.     ModelConditionState  = POST_COLLAPSE
  4771.       Model         = None
  4772.       ParticleSysBone NONE SmokeBuildingMediumRubble
  4773.     End
  4774.     
  4775.  
  4776.         End
  4777.  
  4778.  
  4779.     ; *** AUDIO Parameters ***
  4780.  
  4781.     SoundOnDamaged            = BuildingLightDamageStone
  4782.     SoundOnReallyDamaged        = BuildingHeavyDamageStone
  4783.  
  4784.  
  4785.     ; ***DESIGN parameters ***
  4786.  
  4787.         DisplayName      = OBJECT:Ruins
  4788.         EditorSorting   = STRUCTURE
  4789.  
  4790.         ArmorSet
  4791.             Conditions        = None
  4792.             Armor             = NoArmor
  4793.             DamageFX          = None
  4794.         End
  4795.  
  4796. ; *** ENGINEERING Parameters ***  
  4797.         KindOf                = STRUCTURE IMMOBILE CAN_CAST_REFLECTIONS 
  4798.         RadarPriority = STRUCTURE
  4799.         Body                  = ActiveBody ModuleTag_03
  4800.             MaxHealth                = 2000.0
  4801.             MaxHealthDamaged          = 1500.0
  4802.             MaxHealthReallyDamaged     = 1000.0
  4803.         End
  4804.  
  4805.         ; Note that structures with "RUBBLE" states should not use DestroyDie; such buildings are 
  4806.         ; never truly destroyed, even when reduced to zero health. Also note that garrisonable
  4807.         ; buildings automatically stick around because GarrisonContain has it's own DieModule
  4808.         Behavior = SlowDeathBehavior ModuleTag_SlowDeathWithoutRubble
  4809.       DestructionDelay  = 2500
  4810.         End
  4811.  
  4812.   Behavior                  = StructureCollapseUpdate ModuleTag_04
  4813.     MinCollapseDelay        = 000
  4814.     MaxCollapseDelay        = 000
  4815.     CollapseDamping         = .5
  4816.     MaxShudder              = 0.6
  4817.     MinBurstDelay           = 250
  4818.     MaxBurstDelay           = 800
  4819.     BigBurstFrequency       = 4
  4820.     FXList                  = INITIAL   FX_StructureMediumCollapse
  4821.     OCL                        = INITIAL    OCL_StructureRubblePileLarge ; creates a rising pile of debris halfway-done
  4822.  
  4823.   End
  4824.  
  4825.   
  4826.  
  4827.           Geometry              = BOX
  4828.         GeometryMajorRadius   = 10.80
  4829.         GeometryMinorRadius   = 6.80
  4830.         GeometryHeight        = 25.20
  4831.         GeometryIsSmall       = No
  4832.         ;GeometryRotationAnchorOffset = X:1037.871 Y:0
  4833.         Shadow                = SHADOW_VOLUME
  4834.     End
  4835. ;------------------------------------------------------------
  4836.  
  4837.  
  4838. ;------------------------------------------------------------
  4839. Object OsgiliathRuin07Snow
  4840.  
  4841.     SelectPortrait = BPGOsgiliath
  4842.  
  4843.     ; *** ART Parameters ***
  4844.         Draw = W3DScriptedModelDraw ModuleTag_01
  4845.             OkToChangeModelColor = Yes
  4846.             
  4847.             StaticModelLODMode = yes
  4848.             
  4849.             DefaultModelConditionState
  4850.                 Model = OSBruinSn07
  4851.             End
  4852.         
  4853.         ;    WallBoundsMesh = GBMTWallAPTop
  4854.         
  4855.         ; ---------- destruction states
  4856.     
  4857.      ModelConditionState  = DAMAGED
  4858.       Model         = OSBruin07_D1
  4859.       ParticleSysBone DUSTBONE01 FireBuildingSmall
  4860.       ParticleSysBone DUSTBONE02 FireBuildingSmall
  4861.       ParticleSysBone DUSTBONE03 FireBuildingSmall
  4862.       ParticleSysBone FireMedium01 FireBuildingMedium
  4863.       ParticleSysBone FireMedium02 FireBuildingMedium
  4864.       ParticleSysBone FireLarge01 FireBuildingLarge
  4865.       ParticleSysBone SmokeLarge01 SmokeBuildingLarge
  4866.     
  4867.     End
  4868.  
  4869.     ModelConditionState  = REALLYDAMAGED
  4870.       Model         = OSBruin07_D2
  4871.       ParticleSysBone DUSTBONE01 FireBuildingSmall
  4872.       ParticleSysBone DUSTBONE02 FireBuildingSmall
  4873.       ParticleSysBone DUSTBONE03 FireBuildingSmall
  4874.       ParticleSysBone FireMedium01 FireBuildingMedium
  4875.       ParticleSysBone FireMedium02 FireBuildingMedium
  4876.       ParticleSysBone FireLarge01 FireBuildingLarge
  4877.     
  4878.     End
  4879.     
  4880.     ModelConditionState  = RUBBLE
  4881.       Model         = OSBruin07_D2
  4882.       ParticleSysBone SmokeLarge01 SmokeBuildingLarge
  4883.     End
  4884.  
  4885.     ModelConditionState  = POST_RUBBLE
  4886.       Model         = None
  4887.       ParticleSysBone NONE SmokeBuildingMediumRubble
  4888.     End
  4889.  
  4890.     ModelConditionState  = POST_COLLAPSE
  4891.       Model         = None
  4892.       ParticleSysBone NONE SmokeBuildingMediumRubble
  4893.     End
  4894.     
  4895.  
  4896.         End
  4897.  
  4898.  
  4899.     ; *** AUDIO Parameters ***
  4900.  
  4901.     SoundOnDamaged            = BuildingLightDamageStone
  4902.     SoundOnReallyDamaged        = BuildingHeavyDamageStone
  4903.  
  4904.  
  4905.     ; ***DESIGN parameters ***
  4906.  
  4907.         DisplayName      = OBJECT:Ruins
  4908.         EditorSorting   = STRUCTURE
  4909.  
  4910.         ArmorSet
  4911.             Conditions        = None
  4912.             Armor             = NoArmor
  4913.             DamageFX          = None
  4914.         End
  4915.  
  4916. ; *** ENGINEERING Parameters ***  
  4917.         KindOf                = STRUCTURE IMMOBILE CAN_CAST_REFLECTIONS SELECTABLE
  4918.         RadarPriority = STRUCTURE
  4919.         Body                  = ActiveBody ModuleTag_03
  4920.             MaxHealth                = 2000.0
  4921.             MaxHealthDamaged          = 1500.0
  4922.             MaxHealthReallyDamaged     = 1000.0
  4923.         End
  4924.  
  4925.         ; Note that structures with "RUBBLE" states should not use DestroyDie; such buildings are 
  4926.         ; never truly destroyed, even when reduced to zero health. Also note that garrisonable
  4927.         ; buildings automatically stick around because GarrisonContain has it's own DieModule
  4928.         Behavior = SlowDeathBehavior ModuleTag_SlowDeathWithoutRubble
  4929.       DestructionDelay  = 4000
  4930.         End
  4931.  
  4932.   Behavior                  = StructureCollapseUpdate ModuleTag_04
  4933.     MinCollapseDelay        = 000
  4934.     MaxCollapseDelay        = 000
  4935.     CollapseDamping         = .5
  4936.     MaxShudder              = 0.6
  4937.     MinBurstDelay           = 250
  4938.     MaxBurstDelay           = 800
  4939.     BigBurstFrequency       = 4
  4940.     FXList                  = INITIAL   FX_StructureMediumCollapse
  4941.     OCL                        = INITIAL    OCL_StructureRubblePileLarge ; creates a rising pile of debris halfway-done
  4942.  
  4943.   End
  4944.  
  4945.  
  4946.           Geometry              = BOX
  4947.         GeometryMajorRadius   = 19.2
  4948.         GeometryMinorRadius   = 6.00
  4949.         GeometryHeight        = 90.4
  4950.         GeometryIsSmall       = No
  4951.         ;GeometryRotationAnchorOffset = X:1037.871 Y:0
  4952.         Shadow                = SHADOW_VOLUME
  4953.     End
  4954. ;------------------------------------------------------------
  4955.  
  4956.  
  4957. ;------------------------------------------------------------
  4958. Object OsgiliathRuin08Snow
  4959.  
  4960.     SelectPortrait = BPGOsgiliath
  4961.  
  4962.     ; *** ART Parameters ***
  4963.         Draw = W3DScriptedModelDraw ModuleTag_01
  4964.             OkToChangeModelColor = Yes
  4965.             
  4966.             StaticModelLODMode = yes
  4967.             
  4968.             DefaultModelConditionState
  4969.                 Model = OSBruinSn08
  4970.             End
  4971.         
  4972.         ;    WallBoundsMesh = GBMTWallAPTop
  4973.         
  4974.         ; ---------- destruction states
  4975.     
  4976.      ModelConditionState  = DAMAGED
  4977.       Model         = OSBruin08_D1
  4978.       ParticleSysBone DUSTBONE01 FireBuildingSmall
  4979.       ParticleSysBone DUSTBONE02 FireBuildingSmall
  4980.       ParticleSysBone DUSTBONE03 FireBuildingSmall
  4981.       ParticleSysBone FireMedium01 FireBuildingMedium
  4982.       ParticleSysBone FireMedium02 FireBuildingMedium
  4983.       ParticleSysBone FireLarge01 FireBuildingLarge
  4984.       ParticleSysBone SmokeLarge01 SmokeBuildingLarge
  4985.     
  4986.     End
  4987.  
  4988.     ModelConditionState  = REALLYDAMAGED
  4989.       Model         = OSBruin08_D2
  4990.       ParticleSysBone DUSTBONE01 FireBuildingSmall
  4991.       ParticleSysBone DUSTBONE02 FireBuildingSmall
  4992.       ParticleSysBone DUSTBONE03 FireBuildingSmall
  4993.       ParticleSysBone FireMedium01 FireBuildingMedium
  4994.       ParticleSysBone FireMedium02 FireBuildingMedium
  4995.       ParticleSysBone FireLarge01 FireBuildingLarge
  4996.     
  4997.     End
  4998.     
  4999.     ModelConditionState  = RUBBLE
  5000.       Model         = OSBruin08_D2
  5001.       ParticleSysBone SmokeLarge01 SmokeBuildingLarge
  5002.     End
  5003.  
  5004.     ModelConditionState  = POST_RUBBLE
  5005.       Model         = None
  5006.       ParticleSysBone NONE SmokeBuildingMediumRubble
  5007.     End
  5008.  
  5009.     ModelConditionState  = POST_COLLAPSE
  5010.       Model         = None
  5011.       ParticleSysBone NONE SmokeBuildingMediumRubble
  5012.     End
  5013.     
  5014.  
  5015.         End
  5016.  
  5017.  
  5018.     ; *** AUDIO Parameters ***
  5019.  
  5020.     SoundOnDamaged            = BuildingLightDamageStone
  5021.     SoundOnReallyDamaged        = BuildingHeavyDamageStone
  5022.  
  5023.  
  5024.     ; ***DESIGN parameters ***
  5025.  
  5026.         DisplayName      = OBJECT:Ruins
  5027.         EditorSorting   = STRUCTURE
  5028.  
  5029.         ArmorSet
  5030.             Conditions        = None
  5031.             Armor             = NoArmor
  5032.             DamageFX          = None
  5033.         End
  5034.  
  5035. ; *** ENGINEERING Parameters ***  
  5036.         KindOf                = STRUCTURE IMMOBILE CAN_CAST_REFLECTIONS 
  5037.         RadarPriority = STRUCTURE
  5038.         Body                  = ActiveBody ModuleTag_03
  5039.             MaxHealth                = 2000.0
  5040.             MaxHealthDamaged          = 1500.0
  5041.             MaxHealthReallyDamaged     = 1000.0
  5042.         End
  5043.  
  5044.         ; Note that structures with "RUBBLE" states should not use DestroyDie; such buildings are 
  5045.         ; never truly destroyed, even when reduced to zero health. Also note that garrisonable
  5046.         ; buildings automatically stick around because GarrisonContain has it's own DieModule
  5047.         Behavior = SlowDeathBehavior ModuleTag_SlowDeathWithoutRubble
  5048.       DestructionDelay  = 3000
  5049.         End
  5050.  
  5051.   Behavior                  = StructureCollapseUpdate ModuleTag_04
  5052.     MinCollapseDelay        = 000
  5053.     MaxCollapseDelay        = 000
  5054.     CollapseDamping         = .5
  5055.     MaxShudder              = 0.6
  5056.     MinBurstDelay           = 250
  5057.     MaxBurstDelay           = 800
  5058.     BigBurstFrequency       = 4
  5059.     FXList                  = INITIAL   FX_StructureMediumCollapse
  5060.     OCL                        = INITIAL    OCL_StructureRubblePileLarge ; creates a rising pile of debris halfway-done
  5061.  
  5062.   End
  5063.  
  5064.  
  5065.  
  5066.           Geometry              = BOX
  5067.         GeometryMajorRadius   = 25.20
  5068.         GeometryMinorRadius   = 8.8
  5069.         GeometryHeight        = 65.6
  5070.         GeometryIsSmall       = No
  5071.         ;GeometryRotationAnchorOffset = X:1037.871 Y:0
  5072.         Shadow                = SHADOW_VOLUME
  5073.     End
  5074. ;------------------------------------------------------------
  5075.  
  5076.  
  5077. ;------------------------------------------------------------
  5078. Object OsgiliathRuin09Snow
  5079.  
  5080.     SelectPortrait = BPGOsgiliath
  5081.  
  5082.     ; *** ART Parameters ***
  5083.         Draw = W3DScriptedModelDraw ModuleTag_01
  5084.             OkToChangeModelColor = Yes
  5085.             
  5086.             StaticModelLODMode = yes
  5087.             
  5088.             DefaultModelConditionState
  5089.                 Model = OSBruinSn09
  5090.             End
  5091.         
  5092.         ;    WallBoundsMesh = GBMTWallAPTop
  5093.         
  5094.         ; ---------- destruction states
  5095.     
  5096.      ModelConditionState  = DAMAGED
  5097.       Model         = OSBruin09_D1
  5098.       ParticleSysBone DUSTBONE01 FireBuildingSmall
  5099.       ParticleSysBone DUSTBONE02 FireBuildingSmall
  5100.       ParticleSysBone DUSTBONE03 FireBuildingSmall
  5101.       ParticleSysBone FireMedium01 FireBuildingMedium
  5102.       ParticleSysBone FireMedium02 FireBuildingMedium
  5103.       ParticleSysBone FireLarge01 FireBuildingLarge
  5104.       ParticleSysBone SmokeLarge01 SmokeBuildingLarge
  5105.     
  5106.     End
  5107.  
  5108.     ModelConditionState  = REALLYDAMAGED
  5109.       Model         = OSBruin09_D1
  5110.       ParticleSysBone DUSTBONE01 FireBuildingSmall
  5111.       ParticleSysBone DUSTBONE02 FireBuildingSmall
  5112.       ParticleSysBone DUSTBONE03 FireBuildingSmall
  5113.       ParticleSysBone FireMedium01 FireBuildingMedium
  5114.       ParticleSysBone FireMedium02 FireBuildingMedium
  5115.       ParticleSysBone FireLarge01 FireBuildingLarge
  5116.     
  5117.     End
  5118.     
  5119.     ModelConditionState  = RUBBLE
  5120.       Model         = OSBruin09_D1
  5121.       ParticleSysBone SmokeLarge01 SmokeBuildingLarge
  5122.     End
  5123.  
  5124.     ModelConditionState  = POST_RUBBLE
  5125.       Model         = None
  5126.       ParticleSysBone NONE SmokeBuildingMediumRubble
  5127.     End
  5128.  
  5129.     ModelConditionState  = POST_COLLAPSE
  5130.       Model         = None
  5131.       ParticleSysBone NONE SmokeBuildingMediumRubble
  5132.     End
  5133.     
  5134.  
  5135.         End
  5136.  
  5137.  
  5138.     ; *** AUDIO Parameters ***
  5139.  
  5140.     SoundOnDamaged            = BuildingLightDamageStone
  5141.     SoundOnReallyDamaged        = BuildingHeavyDamageStone
  5142.  
  5143.  
  5144.     ; ***DESIGN parameters ***
  5145.  
  5146.         DisplayName      = OBJECT:Ruins
  5147.         EditorSorting   = STRUCTURE
  5148.  
  5149.         ArmorSet
  5150.             Conditions        = None
  5151.             Armor             = NoArmor
  5152.             DamageFX          = None
  5153.         End
  5154.  
  5155. ; *** ENGINEERING Parameters ***  
  5156.         KindOf                = STRUCTURE IMMOBILE CAN_CAST_REFLECTIONS 
  5157.         RadarPriority = STRUCTURE
  5158.         Body                  = ActiveBody ModuleTag_03
  5159.             MaxHealth                = 2000.0
  5160.             MaxHealthDamaged          = 1500.0
  5161.             MaxHealthReallyDamaged     = 1000.0
  5162.         End
  5163.  
  5164.         ; Note that structures with "RUBBLE" states should not use DestroyDie; such buildings are 
  5165.         ; never truly destroyed, even when reduced to zero health. Also note that garrisonable
  5166.         ; buildings automatically stick around because GarrisonContain has it's own DieModule
  5167.         Behavior = SlowDeathBehavior ModuleTag_SlowDeathWithoutRubble
  5168.       DestructionDelay  = 4000
  5169.         End
  5170.  
  5171.   Behavior                  = StructureCollapseUpdate ModuleTag_04
  5172.     MinCollapseDelay        = 000
  5173.     MaxCollapseDelay        = 000
  5174.     CollapseDamping         = .5
  5175.     MaxShudder              = 0.6
  5176.     MinBurstDelay           = 250
  5177.     MaxBurstDelay           = 800
  5178.     BigBurstFrequency       = 4
  5179.     FXList                  = INITIAL   FX_StructureMediumCollapse
  5180.     OCL                        = INITIAL    OCL_StructureRubblePileLarge ; creates a rising pile of debris halfway-done
  5181.  
  5182.   End
  5183.  
  5184.   
  5185.  
  5186.           Geometry              = BOX
  5187.         GeometryMajorRadius   = 27.60
  5188.         GeometryMinorRadius   = 27.60
  5189.         GeometryHeight        = 80.8
  5190.         GeometryIsSmall       = No
  5191.         ;GeometryRotationAnchorOffset = X:1037.871 Y:0
  5192.         Shadow                = SHADOW_VOLUME
  5193.     End
  5194. ;------------------------------------------------------------
  5195.  
  5196.  
  5197. ;------------------------------------------------------------
  5198. Object OsgiliathRuin10Snow
  5199.  
  5200.     SelectPortrait = BPGOsgiliath
  5201.  
  5202.     ; *** ART Parameters ***
  5203.         Draw = W3DScriptedModelDraw ModuleTag_01
  5204.             OkToChangeModelColor = Yes
  5205.             
  5206.             StaticModelLODMode = yes
  5207.             
  5208.             DefaultModelConditionState
  5209.                 Model = OSBruinSn10
  5210.             End
  5211.         
  5212.         ;    WallBoundsMesh = GBMTWallAPTop
  5213.         
  5214.         ; ---------- destruction states
  5215.     
  5216.      ModelConditionState  = DAMAGED
  5217.       Model         = OSBruin10_D1
  5218.       ParticleSysBone DUSTBONE01 FireBuildingSmall
  5219.       ParticleSysBone DUSTBONE02 FireBuildingSmall
  5220.       ParticleSysBone DUSTBONE03 FireBuildingSmall
  5221.       ParticleSysBone FireMedium01 FireBuildingMedium
  5222.       ParticleSysBone FireMedium02 FireBuildingMedium
  5223.       ParticleSysBone FireLarge01 FireBuildingLarge
  5224.       ParticleSysBone SmokeLarge01 SmokeBuildingLarge
  5225.     
  5226.     End
  5227.  
  5228.     ModelConditionState  = REALLYDAMAGED
  5229.       Model         = OSBruin10_D1
  5230.       ParticleSysBone DUSTBONE01 FireBuildingSmall
  5231.       ParticleSysBone DUSTBONE02 FireBuildingSmall
  5232.       ParticleSysBone DUSTBONE03 FireBuildingSmall
  5233.       ParticleSysBone FireMedium01 FireBuildingMedium
  5234.       ParticleSysBone FireMedium02 FireBuildingMedium
  5235.       ParticleSysBone FireLarge01 FireBuildingLarge
  5236.     
  5237.     End
  5238.     
  5239.     ModelConditionState  = RUBBLE
  5240.       Model         = OSBruin10_D1
  5241.       ParticleSysBone SmokeLarge01 SmokeBuildingLarge
  5242.     End
  5243.  
  5244.     ModelConditionState  = POST_RUBBLE
  5245.       Model         = None
  5246.       ParticleSysBone NONE SmokeBuildingMediumRubble
  5247.     End
  5248.  
  5249.     ModelConditionState  = POST_COLLAPSE
  5250.       Model         = None
  5251.       ParticleSysBone NONE SmokeBuildingMediumRubble
  5252.     End
  5253.     
  5254.  
  5255.         End
  5256.  
  5257.  
  5258.     ; *** AUDIO Parameters ***
  5259.  
  5260.     SoundOnDamaged            = BuildingLightDamageStone
  5261.     SoundOnReallyDamaged        = BuildingHeavyDamageStone
  5262.  
  5263.  
  5264.     ; ***DESIGN parameters ***
  5265.  
  5266.         DisplayName      = OBJECT:Ruins
  5267.         EditorSorting   = STRUCTURE
  5268.  
  5269.         ArmorSet
  5270.             Conditions        = None
  5271.             Armor             = NoArmor
  5272.             DamageFX          = None
  5273.         End
  5274.  
  5275. ; *** ENGINEERING Parameters ***  
  5276.         KindOf                = STRUCTURE IMMOBILE CAN_CAST_REFLECTIONS SELECTABLE MADE_OF_STONE NOT_AUTOACQUIRABLE CHUNK_VENDOR
  5277.         RadarPriority = STRUCTURE
  5278.         Body                  = ActiveBody ModuleTag_03
  5279.             MaxHealth                = 2000.0
  5280.             MaxHealthDamaged          = 1500.0
  5281.             MaxHealthReallyDamaged     = 1000.0
  5282.  
  5283.             GrabObject = EntThrownBuildingRock
  5284.             GrabFX = FX_WallGrab
  5285.             GrabOffset = X:16 Y:0              
  5286.         End
  5287.  
  5288.         ; Note that structures with "RUBBLE" states should not use DestroyDie; such buildings are 
  5289.         ; never truly destroyed, even when reduced to zero health. Also note that garrisonable
  5290.         ; buildings automatically stick around because GarrisonContain has it's own DieModule
  5291.         Behavior = SlowDeathBehavior ModuleTag_SlowDeathWithoutRubble
  5292.       DestructionDelay  = 2700
  5293.         End
  5294.  
  5295.   Behavior                  = StructureCollapseUpdate ModuleTag_04
  5296.     MinCollapseDelay        = 000
  5297.     MaxCollapseDelay        = 000
  5298.     CollapseDamping         = .5
  5299.     MaxShudder              = 0.6
  5300.     MinBurstDelay           = 250
  5301.     MaxBurstDelay           = 800
  5302.     BigBurstFrequency       = 4
  5303.     FXList                  = INITIAL   FX_StructureMediumCollapse
  5304.     OCL                        = INITIAL    OCL_StructureRubblePileLarge ; creates a rising pile of debris halfway-done
  5305.  
  5306.   End
  5307.  
  5308.  
  5309.   
  5310.     Geometry              = BOX
  5311.     GeometryMajorRadius   = 30.80
  5312.     GeometryMinorRadius   = 28.0
  5313.     GeometryHeight        = 41.6
  5314.     GeometryIsSmall       = No
  5315.     ;GeometryRotationAnchorOffset = X:1037.871 Y:0
  5316.     Shadow                = SHADOW_VOLUME
  5317.  
  5318.     GeometryContactPoint = X:0  Y:-40  Z:0 Grab
  5319.     GeometryContactPoint = X:-17  Y:-17  Z:40 
  5320.     GeometryContactPoint = X:-40  Y:0  Z:0 Grab
  5321.     GeometryContactPoint = X:-17  Y:17  Z:10
  5322.     GeometryContactPoint = X:0  Y:40  Z:0 Grab
  5323.     GeometryContactPoint = X:17  Y:17  Z:40 
  5324.     GeometryContactPoint = X:40  Y:0  Z:0 Grab
  5325.     GeometryContactPoint = X:17  Y:-17  Z:40 
  5326. End
  5327. ;------------------------------------------------------------
  5328.  
  5329.  
  5330. ;------------------------------------------------------------
  5331. Object OsgiliathRuin11Snow
  5332.  
  5333.     SelectPortrait = BPGOsgiliath
  5334.  
  5335.     ; *** ART Parameters ***
  5336.         Draw = W3DScriptedModelDraw ModuleTag_01
  5337.             OkToChangeModelColor = Yes
  5338.             
  5339.             StaticModelLODMode = yes
  5340.             
  5341.             DefaultModelConditionState
  5342.                 Model = OSBruinSn11
  5343.             End
  5344.         
  5345.         ;    WallBoundsMesh = GBMTWallAPTop
  5346.         
  5347.         ; ---------- destruction states
  5348.     
  5349.      ModelConditionState  = DAMAGED
  5350.       Model         = OSBruin11_D1
  5351.       ParticleSysBone DUSTBONE01 FireBuildingSmall
  5352.       ParticleSysBone DUSTBONE02 FireBuildingSmall
  5353.       ParticleSysBone DUSTBONE03 FireBuildingSmall
  5354.       ParticleSysBone FireMedium01 FireBuildingMedium
  5355.       ParticleSysBone FireMedium02 FireBuildingMedium
  5356.       ParticleSysBone FireLarge01 FireBuildingLarge
  5357.       ParticleSysBone SmokeLarge01 SmokeBuildingLarge
  5358.     
  5359.     End
  5360.  
  5361.     ModelConditionState  = REALLYDAMAGED
  5362.       Model         = OSBruin11_D1
  5363.       ParticleSysBone DUSTBONE01 FireBuildingSmall
  5364.       ParticleSysBone DUSTBONE02 FireBuildingSmall
  5365.       ParticleSysBone DUSTBONE03 FireBuildingSmall
  5366.       ParticleSysBone FireMedium01 FireBuildingMedium
  5367.       ParticleSysBone FireMedium02 FireBuildingMedium
  5368.       ParticleSysBone FireLarge01 FireBuildingLarge
  5369.     
  5370.     End
  5371.     
  5372.     ModelConditionState  = RUBBLE
  5373.       Model         = OSBruin11_D1
  5374.       ParticleSysBone SmokeLarge01 SmokeBuildingLarge
  5375.     End
  5376.  
  5377.     ModelConditionState  = POST_RUBBLE
  5378.       Model         = None
  5379.       ParticleSysBone NONE SmokeBuildingMediumRubble
  5380.     End
  5381.  
  5382.     ModelConditionState  = POST_COLLAPSE
  5383.       Model         = None
  5384.       ParticleSysBone NONE SmokeBuildingMediumRubble
  5385.     End
  5386.     
  5387.  
  5388.         End
  5389.  
  5390.     ; *** AUDIO Parameters ***
  5391.  
  5392.     SoundOnDamaged            = BuildingLightDamageStone
  5393.     SoundOnReallyDamaged        = BuildingHeavyDamageStone
  5394.  
  5395.  
  5396.     ; ***DESIGN parameters ***
  5397.  
  5398.         DisplayName      = OBJECT:Ruins
  5399.         EditorSorting   = STRUCTURE
  5400.  
  5401.         ArmorSet
  5402.             Conditions        = None
  5403.             Armor             = NoArmor
  5404.             DamageFX          = None
  5405.         End
  5406.  
  5407. ; *** ENGINEERING Parameters ***  
  5408.         KindOf                = STRUCTURE IMMOBILE CAN_CAST_REFLECTIONS SELECTABLE MADE_OF_STONE NOT_AUTOACQUIRABLE CHUNK_VENDOR
  5409.         RadarPriority = STRUCTURE
  5410.         Body                  = ActiveBody ModuleTag_03
  5411.             MaxHealth                = 2000.0
  5412.             MaxHealthDamaged          = 1500.0
  5413.             MaxHealthReallyDamaged     = 1000.0
  5414.  
  5415.             GrabObject = EntThrownBuildingRock
  5416.             GrabFX = FX_WallGrab
  5417.             GrabOffset = X:16 Y:0              
  5418.  
  5419.         End
  5420.  
  5421.         ; Note that structures with "RUBBLE" states should not use DestroyDie; such buildings are 
  5422.         ; never truly destroyed, even when reduced to zero health. Also note that garrisonable
  5423.         ; buildings automatically stick around because GarrisonContain has it's own DieModule
  5424.         Behavior = SlowDeathBehavior ModuleTag_SlowDeathWithoutRubble
  5425.       DestructionDelay  = 4000
  5426.         End
  5427.  
  5428.   Behavior                  = StructureCollapseUpdate ModuleTag_04
  5429.     MinCollapseDelay        = 000
  5430.     MaxCollapseDelay        = 000
  5431.     CollapseDamping         = .5
  5432.     MaxShudder              = 0.6
  5433.     MinBurstDelay           = 250
  5434.     MaxBurstDelay           = 800
  5435.     BigBurstFrequency       = 4
  5436.     FXList                  = INITIAL   FX_StructureMediumCollapse
  5437.     OCL                        = INITIAL    OCL_StructureRubblePileLarge ; creates a rising pile of debris halfway-done
  5438.  
  5439.   End
  5440.  
  5441.     Geometry              = BOX
  5442.     GeometryMajorRadius   = 24.40
  5443.     GeometryMinorRadius   = 20.0
  5444.     GeometryHeight        = 99.2
  5445.     GeometryIsSmall       = No
  5446.     ;GeometryRotationAnchorOffset = X:1037.871 Y:0
  5447.     Shadow                = SHADOW_VOLUME
  5448.     
  5449.     GeometryContactPoint = X:0  Y:-24  Z:0 Grab
  5450.     GeometryContactPoint = X:-12  Y:-10  Z:50 
  5451.     GeometryContactPoint = X:-28  Y:0  Z:0 Grab
  5452.     GeometryContactPoint = X:-12  Y:10  Z:50 
  5453.     GeometryContactPoint = X:0  Y:24  Z:0 Grab
  5454.     GeometryContactPoint = X:12  Y:10  Z:95 
  5455.     GeometryContactPoint = X:28  Y:0  Z:0 Grab
  5456.     GeometryContactPoint = X:12  Y:-10  Z:95 
  5457. End
  5458. ;------------------------------------------------------------
  5459.  
  5460.  
  5461. ;------------------------------------------------------------
  5462. Object OsgiliathRuin12Snow
  5463.  
  5464.     SelectPortrait = BPGOsgiliath
  5465.  
  5466.     ; *** ART Parameters ***
  5467.         Draw = W3DScriptedModelDraw ModuleTag_01
  5468.             OkToChangeModelColor = Yes
  5469.             
  5470.             StaticModelLODMode = yes
  5471.             
  5472.             DefaultModelConditionState
  5473.                 Model = OSBruinSn12
  5474.             End
  5475.         
  5476.         ;    WallBoundsMesh = GBMTWallAPTop
  5477.         
  5478.         ; ---------- destruction states
  5479.     
  5480.      ModelConditionState  = DAMAGED
  5481.       Model         = OSBruin12_D1
  5482.       ParticleSysBone DUSTBONE01 FireBuildingSmall
  5483.       ParticleSysBone DUSTBONE02 FireBuildingSmall
  5484.       ParticleSysBone DUSTBONE03 FireBuildingSmall
  5485.       ParticleSysBone FireMedium01 FireBuildingMedium
  5486.       ParticleSysBone FireMedium02 FireBuildingMedium
  5487.       ParticleSysBone FireLarge01 FireBuildingLarge
  5488.       ParticleSysBone SmokeLarge01 SmokeBuildingLarge
  5489.     
  5490.     End
  5491.  
  5492.     ModelConditionState  = REALLYDAMAGED
  5493.       Model         = OSBruin12_D2
  5494.       ParticleSysBone DUSTBONE01 FireBuildingSmall
  5495.       ParticleSysBone DUSTBONE02 FireBuildingSmall
  5496.       ParticleSysBone DUSTBONE03 FireBuildingSmall
  5497.       ParticleSysBone FireMedium01 FireBuildingMedium
  5498.       ParticleSysBone FireMedium02 FireBuildingMedium
  5499.       ParticleSysBone FireLarge01 FireBuildingLarge
  5500.     
  5501.     End
  5502.     
  5503.     ModelConditionState  = RUBBLE
  5504.       Model         = OSBruin12_D2
  5505.       ParticleSysBone SmokeLarge01 SmokeBuildingLarge
  5506.     End
  5507.  
  5508.     ModelConditionState  = POST_RUBBLE
  5509.       Model         = None
  5510.       ParticleSysBone NONE SmokeBuildingMediumRubble
  5511.     End
  5512.  
  5513.     ModelConditionState  = POST_COLLAPSE
  5514.       Model         = None
  5515.       ParticleSysBone NONE SmokeBuildingMediumRubble
  5516.     End
  5517.     
  5518.  
  5519.         End
  5520.  
  5521.  
  5522.     ; *** AUDIO Parameters ***
  5523.  
  5524.     SoundOnDamaged            = BuildingLightDamageStone
  5525.     SoundOnReallyDamaged        = BuildingHeavyDamageStone
  5526.  
  5527.  
  5528.     ; ***DESIGN parameters ***
  5529.  
  5530.         DisplayName      = OBJECT:Ruins
  5531.         EditorSorting   = STRUCTURE
  5532.  
  5533.         ArmorSet
  5534.             Conditions        = None
  5535.             Armor             = NoArmor
  5536.             DamageFX          = None
  5537.         End
  5538.  
  5539. ; *** ENGINEERING Parameters ***  
  5540.         KindOf                = STRUCTURE IMMOBILE CAN_CAST_REFLECTIONS 
  5541.         RadarPriority = STRUCTURE
  5542.         Body                  = ActiveBody ModuleTag_03
  5543.             MaxHealth                = 2000.0
  5544.             MaxHealthDamaged          = 1500.0
  5545.             MaxHealthReallyDamaged     = 1000.0
  5546.         End
  5547.  
  5548.         ; Note that structures with "RUBBLE" states should not use DestroyDie; such buildings are 
  5549.         ; never truly destroyed, even when reduced to zero health. Also note that garrisonable
  5550.         ; buildings automatically stick around because GarrisonContain has it's own DieModule
  5551.         Behavior = SlowDeathBehavior ModuleTag_SlowDeathWithoutRubble
  5552.       DestructionDelay  = 3000
  5553.         End
  5554.  
  5555.   Behavior                  = StructureCollapseUpdate ModuleTag_04
  5556.     MinCollapseDelay        = 000
  5557.     MaxCollapseDelay        = 000
  5558.     CollapseDamping         = .5
  5559.     MaxShudder              = 0.6
  5560.     MinBurstDelay           = 250
  5561.     MaxBurstDelay           = 800
  5562.     BigBurstFrequency       = 4
  5563.     FXList                  = INITIAL   FX_StructureMediumCollapse
  5564.     OCL                        = INITIAL    OCL_StructureRubblePileLarge ; creates a rising pile of debris halfway-done
  5565.  
  5566.   End
  5567.  
  5568.   
  5569.  
  5570.   
  5571.           Geometry              = BOX
  5572.         GeometryMajorRadius   = 12.0
  5573.         GeometryMinorRadius   = 8.8
  5574.         GeometryHeight        = 48.8
  5575.         GeometryIsSmall       = No
  5576.         ;GeometryRotationAnchorOffset = X:1037.871 Y:0
  5577.         Shadow                = SHADOW_VOLUME
  5578.     End
  5579. ;------------------------------------------------------------
  5580.  
  5581.  
  5582. ;------------------------------------------------------------
  5583. Object OsgiliathRuin13Snow
  5584.  
  5585.     SelectPortrait = BPGOsgiliath
  5586.  
  5587.     ; *** ART Parameters ***
  5588.         Draw = W3DScriptedModelDraw ModuleTag_01
  5589.             OkToChangeModelColor = Yes
  5590.             
  5591.             StaticModelLODMode = yes
  5592.             
  5593.             DefaultModelConditionState
  5594.                 Model = OSBruinSn13
  5595.             End
  5596.         
  5597.         ;    WallBoundsMesh = GBMTWallAPTop
  5598.         
  5599.         ; ---------- destruction states
  5600.     
  5601.      ModelConditionState  = DAMAGED
  5602.       Model         = OSBruin13_D1
  5603.       ParticleSysBone DUSTBONE01 FireBuildingSmall
  5604.       ParticleSysBone DUSTBONE02 FireBuildingSmall
  5605.       ParticleSysBone DUSTBONE03 FireBuildingSmall
  5606.       ParticleSysBone FireMedium01 FireBuildingMedium
  5607.       ParticleSysBone FireMedium02 FireBuildingMedium
  5608.       ParticleSysBone FireLarge01 FireBuildingLarge
  5609.       ParticleSysBone SmokeLarge01 SmokeBuildingLarge
  5610.     
  5611.     End
  5612.  
  5613.     ModelConditionState  = REALLYDAMAGED
  5614.       Model         = OSBruin13_D2
  5615.       ParticleSysBone DUSTBONE01 FireBuildingSmall
  5616.       ParticleSysBone DUSTBONE02 FireBuildingSmall
  5617.       ParticleSysBone DUSTBONE03 FireBuildingSmall
  5618.       ParticleSysBone FireMedium01 FireBuildingMedium
  5619.       ParticleSysBone FireMedium02 FireBuildingMedium
  5620.       ParticleSysBone FireLarge01 FireBuildingLarge
  5621.     
  5622.     End
  5623.     
  5624.     ModelConditionState  = RUBBLE
  5625.       Model         = OSBruin13_D2
  5626.       ParticleSysBone SmokeLarge01 SmokeBuildingLarge
  5627.     End
  5628.  
  5629.     ModelConditionState  = POST_RUBBLE
  5630.       Model         = None
  5631.       ParticleSysBone NONE SmokeBuildingMediumRubble
  5632.     End
  5633.  
  5634.     ModelConditionState  = POST_COLLAPSE
  5635.       Model         = None
  5636.       ParticleSysBone NONE SmokeBuildingMediumRubble
  5637.     End
  5638.     
  5639.  
  5640.         End
  5641.  
  5642.  
  5643.     ; *** AUDIO Parameters ***
  5644.  
  5645.     SoundOnDamaged            = BuildingLightDamageStone
  5646.     SoundOnReallyDamaged        = BuildingHeavyDamageStone
  5647.  
  5648.  
  5649.     ; ***DESIGN parameters ***
  5650.  
  5651.         DisplayName      = OBJECT:Ruins
  5652.         EditorSorting   = STRUCTURE
  5653.  
  5654.         ArmorSet
  5655.             Conditions        = None
  5656.             Armor             = NoArmor
  5657.             DamageFX          = None
  5658.         End
  5659.  
  5660. ; *** ENGINEERING Parameters ***  
  5661.         KindOf                = STRUCTURE IMMOBILE CAN_CAST_REFLECTIONS MADE_OF_STONE NOT_AUTOACQUIRABLE CHUNK_VENDOR
  5662.         RadarPriority = STRUCTURE
  5663.         Body                  = ActiveBody ModuleTag_03
  5664.             MaxHealth                = 2000.0
  5665.             MaxHealthDamaged          = 1500.0
  5666.             MaxHealthReallyDamaged     = 1000.0
  5667.  
  5668.             GrabObject = EntThrownBuildingRock
  5669.             GrabFX = FX_WallGrab
  5670.             GrabOffset = X:16 Y:0              
  5671.  
  5672.         End
  5673.  
  5674.         ; Note that structures with "RUBBLE" states should not use DestroyDie; such buildings are 
  5675.         ; never truly destroyed, even when reduced to zero health. Also note that garrisonable
  5676.         ; buildings automatically stick around because GarrisonContain has it's own DieModule
  5677.         Behavior = SlowDeathBehavior ModuleTag_SlowDeathWithoutRubble
  5678.       DestructionDelay  = 3500
  5679.         End
  5680.  
  5681.   Behavior                  = StructureCollapseUpdate ModuleTag_04
  5682.     MinCollapseDelay        = 000
  5683.     MaxCollapseDelay        = 000
  5684.     CollapseDamping         = .5
  5685.     MaxShudder              = 0.6
  5686.     MinBurstDelay           = 250
  5687.     MaxBurstDelay           = 800
  5688.     BigBurstFrequency       = 4
  5689.     FXList                  = INITIAL   FX_StructureMediumCollapse
  5690.     OCL                        = INITIAL    OCL_StructureRubblePileLarge ; creates a rising pile of debris halfway-done
  5691.  
  5692.   End
  5693.  
  5694.  
  5695.     Geometry              = BOX
  5696.     GeometryMajorRadius   = 30.80
  5697.     GeometryMinorRadius   = 30.80
  5698.     GeometryHeight        = 65.20
  5699.     GeometryIsSmall       = No
  5700.     ;GeometryRotationAnchorOffset = X:1037.871 Y:0
  5701.     Shadow                = SHADOW_VOLUME
  5702.     
  5703.     GeometryContactPoint = X:-30  Y:-30  Z:0
  5704.     GeometryContactPoint = X:-15  Y:-30  Z:65 
  5705.     GeometryContactPoint = X:0  Y:-35  Z:0 Grab
  5706.     GeometryContactPoint = X:15  Y:-30  Z:65 
  5707.     GeometryContactPoint = X:30  Y:-30  Z:0
  5708.     GeometryContactPoint = X:30  Y:-15  Z:65 
  5709.     GeometryContactPoint = X:35  Y:0  Z:0 Grab 
  5710.     GeometryContactPoint = X:30  Y:15 Z:65
  5711.     GeometryContactPoint = X:30  Y:30 Z:0
  5712.     GeometryContactPoint = X:15  Y:30 Z:65
  5713.     GeometryContactPoint = X:0  Y:35 Z:0 Grab
  5714.     GeometryContactPoint = X:-15  Y:30 Z:65
  5715.     GeometryContactPoint = X:-30  Y:30 Z:0
  5716.     
  5717. End
  5718. ;------------------------------------------------------------
  5719.  
  5720.  
  5721. ;------------------------------------------------------------
  5722. Object OsgiliathRuin14Snow
  5723.  
  5724.     SelectPortrait = BPGOsgiliath
  5725.  
  5726.     ; *** ART Parameters ***
  5727.         Draw = W3DScriptedModelDraw ModuleTag_01
  5728.             OkToChangeModelColor = Yes
  5729.             
  5730.             StaticModelLODMode = yes
  5731.             
  5732.             DefaultModelConditionState
  5733.                 Model = OSBruinSn14
  5734.             End
  5735.         
  5736.         ;    WallBoundsMesh = GBMTWallAPTop
  5737.         
  5738.         ; ---------- destruction states
  5739.     
  5740.      ModelConditionState  = DAMAGED
  5741.       Model         = OSBruin14_D1
  5742.       ParticleSysBone DUSTBONE01 FireBuildingSmall
  5743.       ParticleSysBone DUSTBONE02 FireBuildingSmall
  5744.       ParticleSysBone DUSTBONE03 FireBuildingSmall
  5745.       ParticleSysBone FireMedium01 FireBuildingMedium
  5746.       ParticleSysBone FireMedium02 FireBuildingMedium
  5747.       ParticleSysBone FireLarge01 FireBuildingLarge
  5748.       ParticleSysBone SmokeLarge01 SmokeBuildingLarge
  5749.     
  5750.     End
  5751.  
  5752.     ModelConditionState  = REALLYDAMAGED
  5753.       Model         = OSBruin14_D2
  5754.       ParticleSysBone DUSTBONE01 FireBuildingSmall
  5755.       ParticleSysBone DUSTBONE02 FireBuildingSmall
  5756.       ParticleSysBone DUSTBONE03 FireBuildingSmall
  5757.       ParticleSysBone FireMedium01 FireBuildingMedium
  5758.       ParticleSysBone FireMedium02 FireBuildingMedium
  5759.       ParticleSysBone FireLarge01 FireBuildingLarge
  5760.     
  5761.     End
  5762.     
  5763.     ModelConditionState  = RUBBLE
  5764.       Model         = OSBruin14_D2
  5765.       ParticleSysBone SmokeLarge01 SmokeBuildingLarge
  5766.     End
  5767.  
  5768.     ModelConditionState  = POST_RUBBLE
  5769.       Model         = None
  5770.       ParticleSysBone NONE SmokeBuildingMediumRubble
  5771.     End
  5772.  
  5773.     ModelConditionState  = POST_COLLAPSE
  5774.       Model         = None
  5775.       ParticleSysBone NONE SmokeBuildingMediumRubble
  5776.     End
  5777.     
  5778.  
  5779.         End
  5780.  
  5781.  
  5782.     ; *** AUDIO Parameters ***
  5783.  
  5784.     SoundOnDamaged            = BuildingLightDamageStone
  5785.     SoundOnReallyDamaged        = BuildingHeavyDamageStone
  5786.  
  5787.  
  5788.     ; ***DESIGN parameters ***
  5789.  
  5790.         DisplayName      = OBJECT:Ruins
  5791.         EditorSorting   = STRUCTURE
  5792.  
  5793.         ArmorSet
  5794.             Conditions        = None
  5795.             Armor             = NoArmor
  5796.             DamageFX          = None
  5797.         End
  5798.  
  5799. ; *** ENGINEERING Parameters ***  
  5800.         KindOf                = STRUCTURE IMMOBILE CAN_CAST_REFLECTIONS 
  5801.         RadarPriority = STRUCTURE
  5802.         Body                  = ActiveBody ModuleTag_03
  5803.             MaxHealth                = 2000.0
  5804.             MaxHealthDamaged          = 1500.0
  5805.             MaxHealthReallyDamaged     = 1000.0
  5806.         End
  5807.  
  5808.         ; Note that structures with "RUBBLE" states should not use DestroyDie; such buildings are 
  5809.         ; never truly destroyed, even when reduced to zero health. Also note that garrisonable
  5810.         ; buildings automatically stick around because GarrisonContain has it's own DieModule
  5811.         Behavior = SlowDeathBehavior ModuleTag_SlowDeathWithoutRubble
  5812.       DestructionDelay  = 3000
  5813.         End
  5814.  
  5815.   Behavior                  = StructureCollapseUpdate ModuleTag_04
  5816.     MinCollapseDelay        = 000
  5817.     MaxCollapseDelay        = 000
  5818.     CollapseDamping         = .5
  5819.     MaxShudder              = 0.6
  5820.     MinBurstDelay           = 250
  5821.     MaxBurstDelay           = 800
  5822.     BigBurstFrequency       = 4
  5823.     FXList                  = INITIAL   FX_StructureMediumCollapse
  5824.     OCL                        = INITIAL    OCL_StructureRubblePileLarge ; creates a rising pile of debris halfway-done
  5825.  
  5826.   End
  5827.  
  5828.   
  5829.  
  5830.           Geometry              = BOX
  5831.         GeometryMajorRadius   = 32.0
  5832.         GeometryMinorRadius   = 7.2
  5833.         GeometryHeight        = 44.0
  5834.         GeometryIsSmall       = No
  5835.         ;GeometryRotationAnchorOffset = X:1037.871 Y:0
  5836.         Shadow                = SHADOW_VOLUME
  5837.     End
  5838. ;------------------------------------------------------------
  5839.  
  5840.  
  5841. ;------------------------------------------------------------
  5842. Object OsgiliathRuin15Snow
  5843.  
  5844.     SelectPortrait = BPGOsgiliath
  5845.  
  5846.     ; *** ART Parameters ***
  5847.         Draw = W3DScriptedModelDraw ModuleTag_01
  5848.             OkToChangeModelColor = Yes
  5849.             
  5850.             
  5851.             StaticModelLODMode = yes
  5852.             
  5853.             DefaultModelConditionState
  5854.                 Model = OSBruinSn15
  5855.         End
  5856.         
  5857.         ;    WallBoundsMesh = GBMTWallAPTop
  5858.         
  5859.         ; ---------- destruction states
  5860.     
  5861.      ModelConditionState  = DAMAGED
  5862.       Model         = OSBruin15_D1
  5863.       ParticleSysBone DUSTBONE01 FireBuildingSmall
  5864.       ParticleSysBone DUSTBONE02 FireBuildingSmall
  5865.       ParticleSysBone DUSTBONE03 FireBuildingSmall
  5866.       ParticleSysBone FireMedium01 FireBuildingMedium
  5867.       ParticleSysBone FireMedium02 FireBuildingMedium
  5868.       ParticleSysBone FireLarge01 FireBuildingLarge
  5869.       ParticleSysBone SmokeLarge01 SmokeBuildingLarge
  5870.     
  5871.     End
  5872.  
  5873.     ModelConditionState  = REALLYDAMAGED
  5874.       Model         = OSBruin15_D1
  5875.       ParticleSysBone DUSTBONE01 FireBuildingSmall
  5876.       ParticleSysBone DUSTBONE02 FireBuildingSmall
  5877.       ParticleSysBone DUSTBONE03 FireBuildingSmall
  5878.       ParticleSysBone FireMedium01 FireBuildingMedium
  5879.       ParticleSysBone FireMedium02 FireBuildingMedium
  5880.       ParticleSysBone FireLarge01 FireBuildingLarge
  5881.     
  5882.     End
  5883.     
  5884.     ModelConditionState  = RUBBLE
  5885.       Model         = OSBruin15_D1
  5886.       ParticleSysBone SmokeLarge01 SmokeBuildingLarge
  5887.     End
  5888.  
  5889.       ModelConditionState  = POST_RUBBLE
  5890.         Model         = None
  5891.         ParticleSysBone NONE SmokeBuildingMediumRubble
  5892.     End
  5893.     ModelConditionState  = POST_COLLAPSE
  5894.         Model         = None
  5895.         ParticleSysBone NONE SmokeBuildingMediumRubble
  5896.     End
  5897.  
  5898.  
  5899.   End
  5900.  
  5901.  
  5902.     ; *** AUDIO Parameters ***
  5903.  
  5904.     SoundOnDamaged            = BuildingLightDamageStone
  5905.     SoundOnReallyDamaged        = BuildingHeavyDamageStone
  5906.  
  5907.  
  5908.     ; ***DESIGN parameters ***
  5909.  
  5910.         DisplayName      = OBJECT:Ruins
  5911.         EditorSorting   = STRUCTURE
  5912.  
  5913.         ArmorSet
  5914.             Conditions        = None
  5915.             Armor             = NoArmor
  5916.             DamageFX          = None
  5917.         End
  5918.  
  5919. ; *** ENGINEERING Parameters ***  
  5920.         KindOf                = STRUCTURE IMMOBILE CAN_CAST_REFLECTIONS SELECTABLE MADE_OF_STONE NOT_AUTOACQUIRABLE CHUNK_VENDOR
  5921.         RadarPriority = STRUCTURE
  5922.         Body                  = ActiveBody ModuleTag_03
  5923.             MaxHealth                = 2000.0
  5924.             MaxHealthDamaged          = 1500.0
  5925.             MaxHealthReallyDamaged     = 1000.0
  5926.  
  5927.             GrabObject = EntThrownBuildingRock
  5928.             GrabFX = FX_WallGrab
  5929.             GrabOffset = X:16 Y:0              
  5930.  
  5931.         End
  5932.  
  5933.         ; Note that structures with "RUBBLE" states should not use DestroyDie; such buildings are 
  5934.         ; never truly destroyed, even when reduced to zero health. Also note that garrisonable
  5935.         ; buildings automatically stick around because GarrisonContain has it's own DieModule
  5936.         Behavior = SlowDeathBehavior ModuleTag_SlowDeathWithoutRubble
  5937.       DestructionDelay  = 4000
  5938.         End
  5939.  
  5940.   Behavior                  = StructureCollapseUpdate ModuleTag_04
  5941.     MinCollapseDelay        = 000
  5942.     MaxCollapseDelay        = 000
  5943.     CollapseDamping         = .5
  5944.     MaxShudder              = 0.6
  5945.     MinBurstDelay           = 350
  5946.     MaxBurstDelay           = 550
  5947.     BigBurstFrequency       = 4
  5948.     FXList                  = INITIAL   FX_StructureMediumCollapse
  5949.     OCL                        = INITIAL    OCL_StructureRubblePileLarge ; creates a rising pile of debris halfway-done
  5950.   
  5951.   End
  5952.   
  5953.       Geometry              = BOX
  5954.     GeometryMajorRadius   = 32.8
  5955.     GeometryMinorRadius   = 31.2
  5956.     GeometryHeight        = 99.60
  5957.     GeometryIsSmall       = No
  5958.     ;GeometryRotationAnchorOffset = X:1037.871 Y:0
  5959.     Shadow                = SHADOW_VOLUME
  5960.         
  5961.     GeometryContactPoint = X:0  Y:-34  Z:0 Grab
  5962.     GeometryContactPoint = X:-16  Y:-15  Z:95 
  5963.     GeometryContactPoint = X:-36  Y:0  Z:0 Grab
  5964.     GeometryContactPoint = X:-16  Y:15  Z:95 
  5965.     GeometryContactPoint = X:0  Y:34  Z:0 Grab
  5966.     GeometryContactPoint = X:16  Y:15  Z:95 
  5967.     GeometryContactPoint = X:36  Y:0  Z:0 Grab
  5968.     GeometryContactPoint = X:16  Y:-15  Z:95 
  5969. End
  5970. ;------------------------------------------------------------
  5971.  
  5972.  
  5973. ;------------------------------------------------------------
  5974. Object OsgiliathRuin16Snow
  5975.  
  5976.     SelectPortrait = BPGOsgiliath
  5977.  
  5978.     ; *** ART Parameters ***
  5979.         Draw = W3DScriptedModelDraw ModuleTag_01
  5980.             OkToChangeModelColor = Yes
  5981.             
  5982.             StaticModelLODMode = yes
  5983.             
  5984.             DefaultModelConditionState
  5985.                 Model = OSBruinSn16
  5986.             End
  5987.         
  5988.         ;    WallBoundsMesh = GBMTWallAPTop
  5989.         
  5990.         ; ---------- destruction states
  5991.     
  5992.      ModelConditionState  = DAMAGED
  5993.       Model         = OSBruin16_D1
  5994.       ParticleSysBone DUSTBONE01 FireBuildingSmall
  5995.       ParticleSysBone DUSTBONE02 FireBuildingSmall
  5996.       ParticleSysBone DUSTBONE03 FireBuildingSmall
  5997.       ParticleSysBone FireMedium01 FireBuildingMedium
  5998.       ParticleSysBone FireMedium02 FireBuildingMedium
  5999.       ParticleSysBone FireLarge01 FireBuildingLarge
  6000.       ParticleSysBone SmokeLarge01 SmokeBuildingLarge
  6001.     
  6002.     End
  6003.  
  6004.     ModelConditionState  = REALLYDAMAGED
  6005.       Model         = OSBruin16_D2
  6006.       ParticleSysBone DUSTBONE01 FireBuildingSmall
  6007.       ParticleSysBone DUSTBONE02 FireBuildingSmall
  6008.       ParticleSysBone DUSTBONE03 FireBuildingSmall
  6009.       ParticleSysBone FireMedium01 FireBuildingMedium
  6010.       ParticleSysBone FireMedium02 FireBuildingMedium
  6011.       ParticleSysBone FireLarge01 FireBuildingLarge
  6012.     
  6013.     End
  6014.     
  6015.     ModelConditionState  = RUBBLE
  6016.       Model         = OSBruin16_D2
  6017.       ParticleSysBone SmokeLarge01 SmokeBuildingLarge
  6018.     End
  6019.  
  6020.     ModelConditionState  = POST_RUBBLE
  6021.       Model         = None
  6022.       ParticleSysBone NONE SmokeBuildingMediumRubble
  6023.     End
  6024.  
  6025.     ModelConditionState  = POST_COLLAPSE
  6026.       Model         = None
  6027.       ParticleSysBone NONE SmokeBuildingMediumRubble
  6028.     End
  6029.     
  6030.  
  6031.         End
  6032.  
  6033.  
  6034.     ; *** AUDIO Parameters ***
  6035.  
  6036.     SoundOnDamaged            = BuildingLightDamageStone
  6037.     SoundOnReallyDamaged        = BuildingHeavyDamageStone
  6038.  
  6039.  
  6040.     ; ***DESIGN parameters ***
  6041.  
  6042.         DisplayName      = OBJECT:Ruins
  6043.         EditorSorting   = STRUCTURE
  6044.  
  6045.         ArmorSet
  6046.             Conditions        = None
  6047.             Armor             = NoArmor
  6048.             DamageFX          = None
  6049.         End
  6050.  
  6051. ; *** ENGINEERING Parameters ***  
  6052.         KindOf                = STRUCTURE IMMOBILE CAN_CAST_REFLECTIONS 
  6053.         RadarPriority = STRUCTURE
  6054.         Body                  = ActiveBody ModuleTag_03
  6055.             MaxHealth                = 2000.0
  6056.             MaxHealthDamaged          = 1500.0
  6057.             MaxHealthReallyDamaged     = 1000.0
  6058.         End
  6059.  
  6060.         ; Note that structures with "RUBBLE" states should not use DestroyDie; such buildings are 
  6061.         ; never truly destroyed, even when reduced to zero health. Also note that garrisonable
  6062.         ; buildings automatically stick around because GarrisonContain has it's own DieModule
  6063.         Behavior = SlowDeathBehavior ModuleTag_SlowDeathWithoutRubble
  6064.       DestructionDelay  = 3000
  6065.         End
  6066.  
  6067.   Behavior                  = StructureCollapseUpdate ModuleTag_04
  6068.     MinCollapseDelay        = 000
  6069.     MaxCollapseDelay        = 000
  6070.     CollapseDamping         = .5
  6071.     MaxShudder              = 0.6
  6072.     MinBurstDelay           = 250
  6073.     MaxBurstDelay           = 800
  6074.     BigBurstFrequency       = 4
  6075.     FXList                  = INITIAL   FX_StructureMediumCollapse
  6076.     OCL                        = INITIAL    OCL_StructureRubblePileLarge ; creates a rising pile of debris halfway-done
  6077.  
  6078.   End
  6079.  
  6080.  
  6081.   
  6082.           Geometry              = BOX
  6083.         GeometryMajorRadius   = 34.00
  6084.         GeometryMinorRadius   = 7.2
  6085.         GeometryHeight        = 44.8
  6086.         GeometryIsSmall       = No
  6087.         ;GeometryRotationAnchorOffset = X:1037.871 Y:0
  6088.         Shadow                = SHADOW_VOLUME
  6089.     End
  6090.  
  6091.  
  6092. ;------------------------------------------------------------
  6093. Object OsgiliathRuin17Snow
  6094.   
  6095.   ; *** ART Parameters ***
  6096.   Draw = W3DScriptedModelDraw ModuleTag_Draw
  6097.     OkToChangeModelColor  = Yes
  6098.     UseStandardModelNames = Yes
  6099.         WallBoundsMesh = P1
  6100.        ;RampMesh1 = P1
  6101.     DefaultModelConditionState
  6102.       Model = OSBruinSn17
  6103.     End
  6104.  
  6105.   End
  6106.  
  6107.   ; *** AUDIO Parameters *** 
  6108.  
  6109.   ; ***DESIGN parameters ***
  6110.   DisplayName     = OBJECT:Dock
  6111.   EditorSorting   = STRUCTURE
  6112.  
  6113.  
  6114.   ; *** ENGINEERING Parameters ***
  6115.   RadarPriority       = STRUCTURE
  6116.   
  6117.   ; *** ENGINEERING Parameters ***  
  6118.   KindOf          = IMMOBILE CAN_CAST_REFLECTIONS STRUCTURE UNATTACKABLE
  6119.   Shadow          = SHADOW_VOLUME
  6120.   Body            = InactiveBody ModuleTag_03
  6121.   End
  6122.  
  6123.   Geometry              = BOX
  6124.   GeometryMajorRadius   = 31.8
  6125.   GeometryMinorRadius   = 120.8
  6126.   GeometryHeight        = 57.8
  6127.   GeometryIsSmall       = No
  6128.   Shadow                = SHADOW_VOLUME
  6129. End
  6130.  
  6131. ;------------------------------------------------------------
  6132. Object OsgiliathRuin20Snow
  6133.  
  6134.     SelectPortrait = BPGOsgiliath
  6135.  
  6136.     ; *** ART Parameters ***
  6137.         Draw = W3DScriptedModelDraw ModuleTag_01
  6138.             OkToChangeModelColor = Yes
  6139.             
  6140.             StaticModelLODMode = yes
  6141.             
  6142.             DefaultModelConditionState
  6143.                 Model = OSBruinSn20
  6144.             End
  6145.         
  6146.         ;    WallBoundsMesh = GBMTWallAPTop
  6147.         
  6148.         ; ---------- destruction states
  6149.     
  6150.      ModelConditionState  = DAMAGED
  6151.       Model         = OSBruin20_D1
  6152.       ParticleSysBone DUSTBONE01 FireBuildingSmall
  6153.       ParticleSysBone DUSTBONE02 FireBuildingSmall
  6154.       ParticleSysBone DUSTBONE03 FireBuildingSmall
  6155.       ParticleSysBone FireMedium01 FireBuildingMedium
  6156.       ParticleSysBone FireMedium02 FireBuildingMedium
  6157.       ParticleSysBone FireLarge01 FireBuildingLarge
  6158.       ParticleSysBone SmokeLarge01 SmokeBuildingLarge
  6159.     
  6160.     End
  6161.  
  6162.     ModelConditionState  = REALLYDAMAGED
  6163.       Model         = OSBruin20_D1
  6164.       ParticleSysBone DUSTBONE01 FireBuildingSmall
  6165.       ParticleSysBone DUSTBONE02 FireBuildingSmall
  6166.       ParticleSysBone DUSTBONE03 FireBuildingSmall
  6167.       ParticleSysBone FireMedium01 FireBuildingMedium
  6168.       ParticleSysBone FireMedium02 FireBuildingMedium
  6169.       ParticleSysBone FireLarge01 FireBuildingLarge
  6170.     
  6171.     End
  6172.     
  6173.     ModelConditionState  = RUBBLE
  6174.       Model         = OSBruin20_D1
  6175.       ParticleSysBone SmokeLarge01 SmokeBuildingLarge
  6176.     End
  6177.  
  6178.     ModelConditionState  = POST_RUBBLE
  6179.       Model         = None
  6180.       ParticleSysBone NONE SmokeBuildingMediumRubble
  6181.     End
  6182.  
  6183.     ModelConditionState  = POST_COLLAPSE
  6184.       Model         = None
  6185.       ParticleSysBone NONE SmokeBuildingMediumRubble
  6186.     End
  6187.     
  6188.  
  6189.         End
  6190.  
  6191.  
  6192.     ; *** AUDIO Parameters ***
  6193.  
  6194.     SoundOnDamaged            = BuildingLightDamageStone
  6195.     SoundOnReallyDamaged        = BuildingHeavyDamageStone
  6196.  
  6197.  
  6198.     ; ***DESIGN parameters ***
  6199.  
  6200.         DisplayName      = OBJECT:Ruins
  6201.         EditorSorting   = STRUCTURE
  6202.  
  6203.         ArmorSet
  6204.             Conditions        = None
  6205.             Armor             = NoArmor
  6206.             DamageFX          = None
  6207.         End
  6208.  
  6209. ; *** ENGINEERING Parameters ***  
  6210.         KindOf                = STRUCTURE IMMOBILE CAN_CAST_REFLECTIONS 
  6211.         RadarPriority = STRUCTURE
  6212.         Body                  = ActiveBody ModuleTag_03
  6213.             MaxHealth                = 2000.0
  6214.             MaxHealthDamaged          = 1500.0
  6215.             MaxHealthReallyDamaged     = 1000.0
  6216.         End
  6217.  
  6218.         ; Note that structures with "RUBBLE" states should not use DestroyDie; such buildings are 
  6219.         ; never truly destroyed, even when reduced to zero health. Also note that garrisonable
  6220.         ; buildings automatically stick around because GarrisonContain has it's own DieModule
  6221.         Behavior = SlowDeathBehavior ModuleTag_SlowDeathWithoutRubble
  6222.       DestructionDelay  = 2500
  6223.         End
  6224.  
  6225.   Behavior                  = StructureCollapseUpdate ModuleTag_04
  6226.     MinCollapseDelay        = 000
  6227.     MaxCollapseDelay        = 000
  6228.     CollapseDamping         = .5
  6229.     MaxShudder              = 0.6
  6230.     MinBurstDelay           = 250
  6231.     MaxBurstDelay           = 800
  6232.     BigBurstFrequency       = 4
  6233.     FXList                  = INITIAL   FX_StructureMediumCollapse
  6234.     OCL                        = INITIAL    OCL_StructureRubblePileLarge ; creates a rising pile of debris halfway-done
  6235.  
  6236.   End
  6237.  
  6238.   
  6239.           Geometry              = BOX
  6240.         GeometryMajorRadius   = 30.80
  6241.         GeometryMinorRadius   = 8.8
  6242.         GeometryHeight        = 44.0
  6243.         GeometryIsSmall       = No
  6244.         ;GeometryRotationAnchorOffset = X:1037.871 Y:0
  6245.         Shadow                = SHADOW_VOLUME
  6246.     End
  6247. ;------------------------------------------------------------
  6248.  
  6249.  
  6250. ;------------------------------------------------------------
  6251. Object OsgiliathRuin21Snow
  6252.  
  6253.     SelectPortrait = BPGOsgiliath
  6254.  
  6255.     ; *** ART Parameters ***
  6256.         Draw = W3DScriptedModelDraw ModuleTag_01
  6257.             OkToChangeModelColor = Yes
  6258.             
  6259.             StaticModelLODMode = yes
  6260.             
  6261.             DefaultModelConditionState
  6262.                 Model = OSBruinSn21
  6263.             End
  6264.         
  6265.         ;    WallBoundsMesh = GBMTWallAPTop
  6266.         
  6267.         ; ---------- destruction states
  6268.      ModelConditionState  = DAMAGED
  6269.       Model         = OSBruin21_D1
  6270.       ParticleSysBone DUSTBONE01 FireBuildingSmall
  6271.       ParticleSysBone DUSTBONE02 FireBuildingSmall
  6272.       ParticleSysBone DUSTBONE03 FireBuildingSmall
  6273.       ParticleSysBone FireMedium01 FireBuildingMedium
  6274.       ParticleSysBone FireMedium02 FireBuildingMedium
  6275.       ParticleSysBone FireLarge01 FireBuildingLarge
  6276.       ParticleSysBone SmokeLarge01 SmokeBuildingLarge
  6277.     
  6278.     End
  6279.  
  6280.     ModelConditionState  = REALLYDAMAGED
  6281.       Model         = OSBruin21_D2
  6282.       ParticleSysBone DUSTBONE01 FireBuildingSmall
  6283.       ParticleSysBone DUSTBONE02 FireBuildingSmall
  6284.       ParticleSysBone DUSTBONE03 FireBuildingSmall
  6285.       ParticleSysBone FireMedium01 FireBuildingMedium
  6286.       ParticleSysBone FireMedium02 FireBuildingMedium
  6287.       ParticleSysBone FireLarge01 FireBuildingLarge
  6288.     
  6289.     End
  6290.     
  6291.     ModelConditionState  = RUBBLE
  6292.       Model         = OSBruin21_D2
  6293.       ParticleSysBone SmokeLarge01 SmokeBuildingLarge
  6294.     End
  6295.  
  6296.     ModelConditionState  = POST_RUBBLE
  6297.       Model         = None
  6298.       ParticleSysBone NONE SmokeBuildingMediumRubble
  6299.     End
  6300.  
  6301.     ModelConditionState  = POST_COLLAPSE
  6302.       Model         = None
  6303.       ParticleSysBone NONE SmokeBuildingMediumRubble
  6304.     End
  6305.     
  6306.  
  6307.         End
  6308.  
  6309.  
  6310.     ; *** AUDIO Parameters ***
  6311.  
  6312.     SoundOnDamaged            = BuildingLightDamageStone
  6313.     SoundOnReallyDamaged        = BuildingHeavyDamageStone
  6314.  
  6315.  
  6316.     ; ***DESIGN parameters ***
  6317.  
  6318.         DisplayName      = OBJECT:Ruins
  6319.         EditorSorting   = STRUCTURE
  6320.  
  6321.         ArmorSet
  6322.             Conditions        = None
  6323.             Armor             = NoArmor
  6324.             DamageFX          = None
  6325.         End
  6326.  
  6327. ; *** ENGINEERING Parameters ***  
  6328.         KindOf                = STRUCTURE IMMOBILE CAN_CAST_REFLECTIONS SELECTABLE CHUNK_VENDOR
  6329.         RadarPriority = STRUCTURE
  6330.         Body                  = ActiveBody ModuleTag_03
  6331.             MaxHealth                = 2000.0
  6332.             MaxHealthDamaged          = 1500.0
  6333.             MaxHealthReallyDamaged     = 1000.0
  6334.             
  6335.             GrabObject = EntThrownBuildingRock
  6336.             GrabFX = FX_WallGrab
  6337.             GrabDamage = 490
  6338.             GrabOffset = X:16 Y:0
  6339.         End
  6340.  
  6341.         ; Note that structures with "RUBBLE" states should not use DestroyDie; such buildings are 
  6342.         ; never truly destroyed, even when reduced to zero health. Also note that garrisonable
  6343.         ; buildings automatically stick around because GarrisonContain has it's own DieModule
  6344.         Behavior = SlowDeathBehavior ModuleTag_SlowDeathWithoutRubble
  6345.       DestructionDelay  = 3000
  6346.         End
  6347.  
  6348.   Behavior                  = StructureCollapseUpdate ModuleTag_04
  6349.     MinCollapseDelay        = 000
  6350.     MaxCollapseDelay        = 000
  6351.     CollapseDamping         = .5
  6352.     MaxShudder              = 0.6
  6353.     MinBurstDelay           = 250
  6354.     MaxBurstDelay           = 800
  6355.     BigBurstFrequency       = 4
  6356.     FXList                  = INITIAL   FX_StructureMediumCollapse
  6357.     OCL                        = INITIAL    OCL_StructureRubblePileLarge ; creates a rising pile of debris halfway-done
  6358.  
  6359.   End
  6360.   
  6361.     Geometry              = BOX
  6362.     GeometryMajorRadius   = 16.40
  6363.     GeometryMinorRadius   = 13.6
  6364.     GeometryHeight        = 60.0
  6365.     GeometryIsSmall       = No
  6366.     ;GeometryRotationAnchorOffset = X:1037.871 Y:0
  6367.     Shadow                = SHADOW_VOLUME
  6368.  
  6369.     GeometryContactPoint = X:0  Y:-16  Z:0 Grab
  6370.     GeometryContactPoint = X:-10  Y:-6  Z:55 
  6371.     GeometryContactPoint = X:-20  Y:0  Z:0 Grab
  6372.     GeometryContactPoint = X:-10  Y:6  Z:55 
  6373.     GeometryContactPoint = X:0  Y:16  Z:0 Grab
  6374.     GeometryContactPoint = X:10  Y:6  Z:55 
  6375.     GeometryContactPoint = X:20  Y:0  Z:0 Grab
  6376.     GeometryContactPoint = X:10  Y:-6  Z:55 
  6377. End
  6378. ;------------------------------------------------------------
  6379.  
  6380. ;------------------------------------------------------------
  6381. Object OsgiliathRuin22Snow
  6382.  
  6383.     SelectPortrait = BPGOsgiliath
  6384.  
  6385.     ; *** ART Parameters ***
  6386.         Draw = W3DScriptedModelDraw ModuleTag_01
  6387.             OkToChangeModelColor = Yes
  6388.             
  6389.             StaticModelLODMode = yes
  6390.             
  6391.             DefaultModelConditionState
  6392.                 Model = OSBruinSn22
  6393.             End
  6394.         
  6395.         End
  6396.  
  6397.  
  6398.     ; *** AUDIO Parameters ***
  6399.  
  6400.     SoundOnDamaged            = BuildingLightDamageStone
  6401.     SoundOnReallyDamaged        = BuildingHeavyDamageStone
  6402.  
  6403.  
  6404.     ; ***DESIGN parameters ***
  6405.  
  6406.         DisplayName      = OBJECT:Ruins
  6407.         EditorSorting   = STRUCTURE
  6408.  
  6409.         ArmorSet
  6410.             Conditions        = None
  6411.             Armor             = NoArmor
  6412.             DamageFX          = None
  6413.         End
  6414.  
  6415. ; *** ENGINEERING Parameters ***  
  6416.         KindOf                = STRUCTURE IMMOBILE CAN_CAST_REFLECTIONS UNATTACKABLE 
  6417.         RadarPriority = STRUCTURE
  6418.         Body                  = ImmortalBody ModuleTag_03
  6419.             MaxHealth                = 2000.0
  6420.             MaxHealthDamaged          = 1300.0
  6421.             MaxHealthReallyDamaged     = 1000.0
  6422.         End
  6423.  
  6424.         ; Note that structures with "RUBBLE" states should not use DestroyDie; such buildings are 
  6425.         ; never truly destroyed, even when reduced to zero health. Also note that garrisonable
  6426.         ; buildings automatically stick around because GarrisonContain has it's own DieModule
  6427.         Behavior = SlowDeathBehavior ModuleTag_SlowDeathWithoutRubble
  6428.       DestructionDelay  = 2100
  6429.         End
  6430.  
  6431.   Behavior                  = StructureCollapseUpdate ModuleTag_04
  6432.     MinCollapseDelay        = 000
  6433.     MaxCollapseDelay        = 000
  6434.     CollapseDamping         = .5
  6435.     MaxShudder              = 0.6
  6436.     MinBurstDelay           = 250
  6437.     MaxBurstDelay           = 800
  6438.     BigBurstFrequency       = 4
  6439.     FXList                  = INITIAL   FX_StructureMediumCollapse
  6440.     OCL                        = INITIAL    OCL_StructureRubblePileLarge ; creates a rising pile of debris halfway-done
  6441.  
  6442.   End
  6443.  
  6444.  
  6445.           Geometry              = BOX
  6446.         GeometryMajorRadius   = 5.20
  6447.         GeometryMinorRadius   = 8.8
  6448.         GeometryHeight        = 23.2
  6449.         GeometryIsSmall       = No
  6450.         ;GeometryRotationAnchorOffset = X:1037.871 Y:0
  6451.         Shadow                = SHADOW_VOLUME
  6452.     End
  6453. ;------------------------------------------------------------
  6454.  
  6455.  
  6456.  
  6457. ;------------------------------------------------------------
  6458. Object OsgiliathRuin23Snow
  6459.  
  6460. SelectPortrait = BPGOsgiliath
  6461.  
  6462.     ; *** ART Parameters ***
  6463.         Draw = W3DScriptedModelDraw ModuleTag_01
  6464.             OkToChangeModelColor = Yes
  6465.             
  6466.             StaticModelLODMode = yes
  6467.             
  6468.             DefaultModelConditionState
  6469.                 Model = OSBruinSn23
  6470.             End
  6471.         
  6472.         ;    WallBoundsMesh = GBMTWallAPTop
  6473.         
  6474.         ; ---------- destruction states
  6475.      ModelConditionState  = DAMAGED
  6476.       Model         = OSBruin23_D1
  6477.       ParticleSysBone DUSTBONE01 FireBuildingSmall
  6478.       ParticleSysBone DUSTBONE02 FireBuildingSmall
  6479.       ParticleSysBone DUSTBONE03 FireBuildingSmall
  6480.       ParticleSysBone FireMedium01 FireBuildingMedium
  6481.       ParticleSysBone FireMedium02 FireBuildingMedium
  6482.       ParticleSysBone FireLarge01 FireBuildingLarge
  6483.       ParticleSysBone SmokeLarge01 SmokeBuildingLarge
  6484.     
  6485.     End
  6486.  
  6487.     ModelConditionState  = REALLYDAMAGED
  6488.       Model         = OSBruin23_D2
  6489.       ParticleSysBone DUSTBONE01 FireBuildingSmall
  6490.       ParticleSysBone DUSTBONE02 FireBuildingSmall
  6491.       ParticleSysBone DUSTBONE03 FireBuildingSmall
  6492.       ParticleSysBone FireMedium01 FireBuildingMedium
  6493.       ParticleSysBone FireMedium02 FireBuildingMedium
  6494.       ParticleSysBone FireLarge01 FireBuildingLarge
  6495.     
  6496.     End
  6497.     
  6498.     ModelConditionState  = RUBBLE
  6499.       Model         = OSBruin23_D2
  6500.       ParticleSysBone SmokeLarge01 SmokeBuildingLarge
  6501.     End
  6502.  
  6503.     ModelConditionState  = POST_RUBBLE
  6504.       Model         = None
  6505.       ParticleSysBone NONE SmokeBuildingMediumRubble
  6506.     End
  6507.  
  6508.     ModelConditionState  = POST_COLLAPSE
  6509.       Model         = None
  6510.       ParticleSysBone NONE SmokeBuildingMediumRubble
  6511.     End
  6512.     
  6513.  
  6514.         End
  6515.  
  6516.  
  6517.     ; *** AUDIO Parameters ***
  6518.  
  6519.     SoundOnDamaged            = BuildingLightDamageStone
  6520.     SoundOnReallyDamaged        = BuildingHeavyDamageStone
  6521.  
  6522.  
  6523.     ; ***DESIGN parameters ***
  6524.  
  6525.         DisplayName      = OBJECT:Ruins
  6526.         EditorSorting   = STRUCTURE
  6527.  
  6528.         ArmorSet
  6529.             Conditions        = None
  6530.             Armor             = NoArmor
  6531.             DamageFX          = None
  6532.         End
  6533.  
  6534. ; *** ENGINEERING Parameters ***  
  6535.         KindOf                = STRUCTURE IMMOBILE CAN_CAST_REFLECTIONS 
  6536.         RadarPriority = STRUCTURE
  6537.         Body                  = ActiveBody ModuleTag_03
  6538.             MaxHealth                = 2000.0
  6539.             MaxHealthDamaged          = 1500.0
  6540.             MaxHealthReallyDamaged     = 1000.0
  6541.         End
  6542.  
  6543.         ; Note that structures with "RUBBLE" states should not use DestroyDie; such buildings are 
  6544.         ; never truly destroyed, even when reduced to zero health. Also note that garrisonable
  6545.         ; buildings automatically stick around because GarrisonContain has it's own DieModule
  6546.         Behavior = SlowDeathBehavior ModuleTag_SlowDeathWithoutRubble
  6547.       DestructionDelay  = 2300
  6548.         End
  6549.  
  6550.   Behavior                  = StructureCollapseUpdate ModuleTag_04
  6551.     MinCollapseDelay        = 000
  6552.     MaxCollapseDelay        = 000
  6553.     CollapseDamping         = .5
  6554.     MaxShudder              = 0.6
  6555.     MinBurstDelay           = 250
  6556.     MaxBurstDelay           = 800
  6557.     BigBurstFrequency       = 4
  6558.     FXList                  = INITIAL   FX_StructureMediumCollapse
  6559.     OCL                        = INITIAL    OCL_StructureRubblePileLarge ; creates a rising pile of debris halfway-done
  6560.  
  6561.   End
  6562.  
  6563.   
  6564.           Geometry              = BOX
  6565.         GeometryMajorRadius   = 22.00
  6566.         GeometryMinorRadius   = 8.8
  6567.         GeometryHeight        = 39.2
  6568.         GeometryIsSmall       = No
  6569.         ;GeometryRotationAnchorOffset = X:1037.871 Y:0
  6570.         Shadow                = SHADOW_VOLUME
  6571.     End
  6572. ;------------------------------------------------------------
  6573.  
  6574.  
  6575. ;------------------------------------------------------------
  6576. Object OsgiliathRuin24Snow
  6577.  
  6578.     SelectPortrait = BPGOsgiliath
  6579.  
  6580.     ; *** ART Parameters ***
  6581.         Draw = W3DScriptedModelDraw ModuleTag_01
  6582.             OkToChangeModelColor = Yes
  6583.             
  6584.             StaticModelLODMode = yes
  6585.             
  6586.             DefaultModelConditionState
  6587.                 Model = OSBruinSn24
  6588.             End
  6589.         
  6590.         ;    WallBoundsMesh = GBMTWallAPTop
  6591.         
  6592.         ; ---------- destruction states
  6593.     
  6594.      ModelConditionState  = DAMAGED
  6595.       Model         = OSBruin24_D1
  6596.       ParticleSysBone DUSTBONE01 FireBuildingSmall
  6597.       ParticleSysBone DUSTBONE02 FireBuildingSmall
  6598.       ParticleSysBone DUSTBONE03 FireBuildingSmall
  6599.       ParticleSysBone FireMedium01 FireBuildingMedium
  6600.       ParticleSysBone FireMedium02 FireBuildingMedium
  6601.       ParticleSysBone FireLarge01 FireBuildingLarge
  6602.       ParticleSysBone SmokeLarge01 SmokeBuildingLarge
  6603.     
  6604.     End
  6605.  
  6606.     ModelConditionState  = REALLYDAMAGED
  6607.       Model         = OSBruin24_D2
  6608.       ParticleSysBone DUSTBONE01 FireBuildingSmall
  6609.       ParticleSysBone DUSTBONE02 FireBuildingSmall
  6610.       ParticleSysBone DUSTBONE03 FireBuildingSmall
  6611.       ParticleSysBone FireMedium01 FireBuildingMedium
  6612.       ParticleSysBone FireMedium02 FireBuildingMedium
  6613.       ParticleSysBone FireLarge01 FireBuildingLarge
  6614.     
  6615.     End
  6616.     
  6617.     ModelConditionState  = RUBBLE
  6618.       Model         = OSBruin24_D2
  6619.       ParticleSysBone SmokeLarge01 SmokeBuildingLarge
  6620.     End
  6621.  
  6622.     ModelConditionState  = POST_RUBBLE
  6623.       Model         = None
  6624.       ParticleSysBone NONE SmokeBuildingMediumRubble
  6625.     End
  6626.  
  6627.     ModelConditionState  = POST_COLLAPSE
  6628.       Model         = None
  6629.       ParticleSysBone NONE SmokeBuildingMediumRubble
  6630.     End
  6631.     
  6632.  
  6633.         End
  6634.  
  6635.  
  6636.     ; *** AUDIO Parameters ***
  6637.  
  6638.     SoundOnDamaged            = BuildingLightDamageStone
  6639.     SoundOnReallyDamaged        = BuildingHeavyDamageStone
  6640.  
  6641.  
  6642.     ; ***DESIGN parameters ***
  6643.  
  6644.         DisplayName      = OBJECT:Ruins
  6645.         EditorSorting   = STRUCTURE
  6646.  
  6647.         ArmorSet
  6648.             Conditions        = None
  6649.             Armor             = NoArmor
  6650.             DamageFX          = None
  6651.         End
  6652.  
  6653. ; *** ENGINEERING Parameters ***  
  6654.         KindOf                = STRUCTURE IMMOBILE CAN_CAST_REFLECTIONS 
  6655.         RadarPriority = STRUCTURE
  6656.         Body                  = ActiveBody ModuleTag_03
  6657.             MaxHealth                = 2000.0
  6658.             MaxHealthDamaged          = 1500.0
  6659.             MaxHealthReallyDamaged     = 1000.0
  6660.         End
  6661.  
  6662.         ; Note that structures with "RUBBLE" states should not use DestroyDie; such buildings are 
  6663.         ; never truly destroyed, even when reduced to zero health. Also note that garrisonable
  6664.         ; buildings automatically stick around because GarrisonContain has it's own DieModule
  6665.         Behavior = SlowDeathBehavior ModuleTag_SlowDeathWithoutRubble
  6666.       DestructionDelay  = 2500
  6667.         End
  6668.  
  6669.   Behavior                  = StructureCollapseUpdate ModuleTag_04
  6670.     MinCollapseDelay        = 000
  6671.     MaxCollapseDelay        = 000
  6672.     CollapseDamping         = .5
  6673.     MaxShudder              = 0.6
  6674.     MinBurstDelay           = 250
  6675.     MaxBurstDelay           = 800
  6676.     BigBurstFrequency       = 4
  6677.     FXList                  = INITIAL   FX_StructureMediumCollapse
  6678.     OCL                        = INITIAL    OCL_StructureRubblePileLarge ; creates a rising pile of debris halfway-done
  6679.  
  6680.   End
  6681.  
  6682.   
  6683.   
  6684.           Geometry              = BOX
  6685.         GeometryMajorRadius   = 30.80
  6686.         GeometryMinorRadius   = 8.8
  6687.         GeometryHeight        = 41.6
  6688.         GeometryIsSmall       = No
  6689.         ;GeometryRotationAnchorOffset = X:1037.871 Y:0
  6690.         Shadow                = SHADOW_VOLUME
  6691.     End
  6692.  
  6693. ;------------------------------------------------------------
  6694.  
  6695. Object OsgiliathRubble01Snow
  6696.  
  6697.   ; *** ART Parameters ***
  6698.   Draw = W3DScriptedModelDraw ModuleTag_01
  6699.     DefaultModelConditionState
  6700.       Model = OSBruinRubSn01
  6701.     End
  6702.     UseStandardModelNames = Yes
  6703.   End
  6704.  
  6705.   ; ***DESIGN parameters ***
  6706.   DisplayName      = OBJECT:OsgiliathRubble01Snow
  6707.   EditorSorting   = MISC_MAN_MADE
  6708.   KindOf = IMMOBILE UNATTACKABLE NOT_AUTOACQUIRABLE  CLEARED_BY_BUILD INERT OPTIMIZED_PROP
  6709.  
  6710.   ; *** ENGINEERING Parameters ***  
  6711.   Body            = ActiveBody ModuleTag_02
  6712.     MaxHealth       = 1.0
  6713.   End
  6714.   Shadow          = SHADOW_VOLUME
  6715.   
  6716.   Behavior = DestroyDie ModuleTag_09
  6717.     DeathTypes = ALL
  6718.   End
  6719.   
  6720. End
  6721. ;------------------------------------------------------------
  6722.  
  6723. Object OsgiliathRubble02Snow
  6724.  
  6725.   ; *** ART Parameters ***
  6726.   Draw = W3DScriptedModelDraw ModuleTag_01
  6727.     DefaultModelConditionState
  6728.       Model = OSBruinRubSn02
  6729.     End
  6730.     UseStandardModelNames = Yes
  6731.   End
  6732.  
  6733.   ; ***DESIGN parameters ***
  6734.   DisplayName      = OBJECT:OsgiliathRubble02Snow
  6735.   EditorSorting   = MISC_MAN_MADE
  6736.   KindOf = IMMOBILE UNATTACKABLE NOT_AUTOACQUIRABLE  CLEARED_BY_BUILD INERT OPTIMIZED_PROP
  6737.  
  6738.   ; *** ENGINEERING Parameters ***  
  6739.   Body            = ActiveBody ModuleTag_02
  6740.     MaxHealth       = 1.0
  6741.   End
  6742.   Shadow          = SHADOW_VOLUME
  6743.   
  6744.   Behavior = DestroyDie ModuleTag_09
  6745.     DeathTypes = ALL
  6746.   End
  6747.   
  6748. End
  6749.  
  6750. ;------------------------------------------------------------
  6751.  
  6752. Object OsgiliathRubble03Snow
  6753.  
  6754.   ; *** ART Parameters ***
  6755.   Draw = W3DScriptedModelDraw ModuleTag_01
  6756.     DefaultModelConditionState
  6757.       Model = OSBruinRubSn03
  6758.     End
  6759.     UseStandardModelNames = Yes
  6760.   End
  6761.  
  6762.   ; ***DESIGN parameters ***
  6763.   DisplayName      = OBJECT:OsgiliathRubble03Snow
  6764.   EditorSorting   = MISC_MAN_MADE
  6765.   KindOf = IMMOBILE UNATTACKABLE NOT_AUTOACQUIRABLE  CLEARED_BY_BUILD INERT OPTIMIZED_PROP
  6766.  
  6767.   ; *** ENGINEERING Parameters ***  
  6768.   Body            = ActiveBody ModuleTag_02
  6769.     MaxHealth       = 1.0
  6770.   End
  6771.   Shadow          = SHADOW_VOLUME
  6772.   
  6773.   Behavior = DestroyDie ModuleTag_09
  6774.     DeathTypes = ALL
  6775.   End
  6776.   
  6777. End
  6778.  
  6779. ;------------------------------------------------------------
  6780.  
  6781. Object OsgiliathRubble04Snow
  6782.  
  6783.   ; *** ART Parameters ***
  6784.   Draw = W3DScriptedModelDraw ModuleTag_01
  6785.     DefaultModelConditionState
  6786.       Model = OSBruinRubSn04
  6787.     End
  6788.     UseStandardModelNames = Yes
  6789.   End
  6790.  
  6791.   ; ***DESIGN parameters ***
  6792.   DisplayName      = OBJECT:OsgiliathRubble04Snow
  6793.   EditorSorting   = MISC_MAN_MADE
  6794.   KindOf = IMMOBILE UNATTACKABLE NOT_AUTOACQUIRABLE  CLEARED_BY_BUILD INERT OPTIMIZED_PROP
  6795.  
  6796.   ; *** ENGINEERING Parameters ***  
  6797.   Body            = ActiveBody ModuleTag_02
  6798.     MaxHealth       = 1.0
  6799.   End
  6800.   Shadow          = SHADOW_VOLUME
  6801.   
  6802.   Behavior = DestroyDie ModuleTag_09
  6803.     DeathTypes = ALL
  6804.   End
  6805.   
  6806. End