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data_ini_object_civilian_rivendellbuildings.ini
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2006-01-31
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;------------------------------------------------------------------------------
;Rivendell Gate
Object RivGate
SelectPortrait = BPCRivendellGate
; *** ART Parameters ***
; SelectPortrait = SNReactor_L
; ButtonImage = SNReactor
;day
Draw = W3DScriptedModelDraw ModuleTag_Draw
OkToChangeModelColor = Yes
UseStandardModelNames = Yes
DefaultModelConditionState
Model = RivGate
End
;--------- damage states for the gate
ModelConditionState = DAMAGED
Model = RivGate_D1
End
// Having this AnimationState in results in a bug where an opened gate will switch
// to closed when it becomes damaged!
// AnimationState = DAMAGED
// EnteringStateFX = FX_RDGateDamaged
// End
ModelConditionState = REALLYDAMAGED
Model = RivGate_D2
End
// Having this AnimationState in results in a bug where an opened gate will switch
// to closed when it becomes damaged!
// AnimationState = REALLYDAMAGED
// EnteringStateFX = FX_RDGateReallyDamaged
// End
ModelConditionState = COLLAPSING DOOR_1_OPENING
Model = RivGate_D3
End
AnimationState = COLLAPSING DOOR_1_OPENING
Animation = RubbleAnimation
AnimationName = RivGate_D3.RivGate_D3
AnimationMode = ONCE
End
End
ModelConditionState = COLLAPSING
Model = RivGate_D4
End
AnimationState = COLLAPSING
Animation = RubbleAnimation
AnimationName = RivGate_D4.RivGate_D4
AnimationMode = ONCE
End
EnteringStateFX = FX_BuildingSinkSound
End
ModelConditionState = RUBBLE
Model = RivGate_D4
End
AnimationState = RUBBLE
Animation = RubbleAnimation
AnimationName = RivGate_D4.RivGate_D4
AnimationMode = ONCE
End
Flags = START_FRAME_LAST
End
ModelConditionState = POST_RUBBLE
Model = NONE
End
AnimationState = POST_RUBBLE
End
ModelConditionState = POST_COLLAPSE
Model = None
ParticleSysBone NONE SmokeBuildingMediumRubble
End
AnimationState = POST_COLLAPSE
ParticleSysBone NONE SmokeBuildingMediumRubble
End
;------ Door Animations
AnimationState = DOOR_1_OPENING
Flags = START_FRAME_LAST
StateName = Door_Open
Animation = Death
AnimationName = RivGate_SKL.RivGate_OP
AnimationMode = ONCE
End
BeginScript
Prev = CurDrawablePrevAnimationState()
if Prev == "Door_Close" then CurDrawableSetTransitionAnimState("TRANS_Closed_To_Open") end
EndScript
End
TransitionState = TRANS_Closed_To_Open
Animation = Open
AnimationName = RivGate_SKL.RivGate_OPN
AnimationMode = ONCE
End
End
AnimationState = DOOR_1_CLOSING
Flags = START_FRAME_LAST
StateName = Door_Close
Animation = Death
AnimationName = RivGate_SKL.RivGate_CL
AnimationMode = ONCE
End
BeginScript
Prev = CurDrawablePrevAnimationState()
if Prev == "Door_Open" then CurDrawableSetTransitionAnimState("TRANS_Open_To_Closed") end
EndScript
End
TransitionState = TRANS_Open_To_Closed
Animation = Open
AnimationName = RivGate_SKL.RivGate_CLS
AnimationMode = ONCE
End
End
End
// ***DESIGN parameters ***
DisplayName = OBJECT:RivendellGate
Side = Civilian
EditorSorting = STRUCTURE
Browser = REGION Rivendell STRUCTURE
ThreatLevel = 1.0
CommandSet = CastleGateCommandSet
BuildCost = 500
BuildTime = 15.0 ; in seconds
VisionRange = 160.0 ; Shroud clearing distance
ShroudClearingRange = 160
KeepSelectableWhenDead = Yes
ArmorSet
Conditions = None
Armor = RivGateArmor
DamageFX = GateDamageFX
End
; *** AUDIO Parameters ***
SoundOnDamaged = BuildingLightDamageStone
SoundOnReallyDamaged = BuildingHeavyDamageStone
; VoiceSelect = GondorBarracksSelect
; UnitSpecificSounds
; UnderConstruction = UnderConstructionLoop
; End
// *** ENGINEERING Parameters ***
RadarPriority = STRUCTURE
KindOf = STRUCTURE IMMOBILE SELECTABLE BLOCKING_GATE MADE_OF_WOOD IGNORE_FOR_VICTORY
;KindOf = PRELOAD STRUCTURE IMMOBILE CHUNK_VENDOR NOT_AUTOACQUIRABLE SELECTABLE BLOCKING_GATE ;WALK_ON_TOP_OF_WALL
Body = ActiveBody ModuleTag_05
MaxHealth = 7000.0
MaxHealthDamaged = 3000.0
MaxHealthReallyDamaged = 1000.0
End
Behavior = KeepObjectDie ModuleTag_IWantRubble
;CollapsingTime = 10000
End
Behavior = GettingBuiltBehavior GetBuiltBehaviorTag
SelfBuildingLoop = BuildingConstructionLoop ; Only played if we DON'T spawn a worker
SelfRepairFromDamageLoop = NoSound ; This doesn't cause an animation, so don't bother playing a sound
SelfRepairFromRubbleLoop = BuildingConstructionLoop
SpawnTimer = -1.0 ; Negative means no 'autoheal'
RebuildTimeSeconds = 40
End
Behavior = GateOpenAndCloseBehavior ModuleTag_GATE
ResetTimeInMilliseconds = 2000 ;important! this must be longer than the gates animation, ir it will twitch
OpenByDefault = No
PercentOpenForPathing = 50
SoundOpeningGateLoop = GateOpenStart
SoundClosingGateLoop = GateCloseStart
SoundFinishedOpeningGate = GateOpenEnd
SoundFinishedClosingGate = GateCloseEnd
TimeBeforePlayingOpenSound = 9500
TimeBeforePlayingClosedSound = 9500
End
AttackContactPoint = X:-24 Y:-24 Z:92
Geometry = BOX
GeometryMajorRadius = 45.0
GeometryMinorRadius = 40.0
GeometryHeight = 65.0
GeometryOffset = X:0 Y:-80 Z:0
AdditionalGeometry = BOX
GeometryMajorRadius = 45.0
GeometryMinorRadius = 40.0
GeometryHeight = 65.0
GeometryOffset = X:0 Y:80 Z:0
AdditionalGeometry = BOX
GeometryName = "Closed"
GeometryMajorRadius = 5.0
GeometryMinorRadius = 60.0
GeometryHeight = 65.0
GeometryOffset = X:30 Y:0 Z:0
; Left open
AdditionalGeometry = BOX
GeometryName = "OpenLeft"
GeometryMajorRadius = 45.0
GeometryMinorRadius = 10.0
GeometryHeight = 65.0
GeometryOffset = X:0 Y:-40 Z:0
; Right open
AdditionalGeometry = BOX
GeometryName = "OpenRight"
GeometryMajorRadius = 45.0
GeometryMinorRadius = 10.0
GeometryHeight = 65.0
GeometryOffset = X:0 Y:40 Z:0
GeometryIsSmall = No
Shadow = SHADOW_VOLUME
End
;------------------------------------------------------------------------------
;Rivendell Gate
Object RivGateLeftSide
; SelectPortrait = BPRHelmsDeep
; *** ART Parameters ***
; SelectPortrait = SNReactor_L
; ButtonImage = SNReactor
;day
Draw = W3DScriptedModelDraw ModuleTag_Draw
OkToChangeModelColor = Yes
UseStandardModelNames = Yes
DefaultModelConditionState
Model = RivGateLS
End
;WallBoundsMesh = P1
;RampMesh1 = P2
;RampMesh2 = P3
End
; ***DESIGN parameters ***
DisplayName = OBJECT:Prop
Side = Civilian
EditorSorting = STRUCTURE
Browser = REGION Rivendell STRUCTURE
ThreatLevel = 1.0
BuildCost = 500
BuildTime = 15.0 ; in seconds
VisionRange = 160.0 ; Shroud clearing distance
ShroudClearingRange = 160
; CommandSet = GondorBarracksCommandSet
; *** AUDIO Parameters ***
SoundOnDamaged = BuildingLightDamageStone
SoundOnReallyDamaged = BuildingHeavyDamageStone
; VoiceSelect = GondorBarracksSelect
; UnitSpecificSounds
; UnderConstruction = UnderConstructionLoop
; End
; *** ENGINEERING Parameters ***
RadarPriority = STRUCTURE
KindOf = PRELOAD STRUCTURE IMMOBILE CHUNK_VENDOR NOT_AUTOACQUIRABLE IGNORED_IN_GUI ;WALK_ON_TOP_OF_WALL SELECTABLE
Body = ActiveBody ModuleTag_05
MaxHealth = 10000.0
MaxHealthDamaged = 5000.0
MaxHealthReallyDamaged = 1000.0
End
ArmorSet
Conditions = None
Armor = StructureArmor
DamageFX = GateDamageFX
End
Behavior = ProductionUpdate ModuleTag_06
; nothing
End
Behavior = StructureCollapseUpdate ModuleTag_08
MinCollapseDelay = 000
MaxCollapseDelay = 000
CollapseDamping = .5
MaxShudder = 0.6
MinBurstDelay = 250
MaxBurstDelay = 800
BigBurstFrequency = 4
FXList = INITIAL FX_StructureMediumCollapse
FXList = ALMOST_FINAL FX_StructureAlmostCollapse
DestroyObjectWhenDone = Yes
CollapseHeight = 155
End
AttackContactPoint = X:-24 Y:-24 Z:92
Geometry = BOX
GeometryMajorRadius = 46.0
GeometryMinorRadius = 33.0
GeometryHeight = 100.0
GeometryOffset = X:0 Y:-86 Z:0
GeometryIsSmall = No
Shadow = SHADOW_VOLUME
End
;------------------------------------------------------------------------------
;Rivendell Gate
ObjectReskin RivGateLeftSide_Snow RivGateLeftSide
; SelectPortrait = BPRHelmsDeep
; *** ART Parameters ***
; SelectPortrait = SNReactor_L
; ButtonImage = SNReactor
;day
Draw = W3DScriptedModelDraw ModuleTag_Draw
OkToChangeModelColor = Yes
UseStandardModelNames = Yes
DefaultModelConditionState
Model = RivGateLS_S
End
;WallBoundsMesh = P1
;RampMesh1 = P2
;RampMesh2 = P3
End
End
;------------------------------------------------------------------------------
;Rivendell Gate
Object RivGateRightSide
; SelectPortrait = BPRHelmsDeep
; *** ART Parameters ***
; SelectPortrait = SNReactor_L
; ButtonImage = SNReactor
;day
Draw = W3DScriptedModelDraw ModuleTag_Draw
OkToChangeModelColor = Yes
UseStandardModelNames = Yes
DefaultModelConditionState
Model = RivGateRS
End
;WallBoundsMesh = P1
;RampMesh1 = P2
;RampMesh2 = P3
End
; ***DESIGN parameters ***
DisplayName = OBJECT:Prop
Side = Civilian
EditorSorting = STRUCTURE
Browser = REGION Rivendell STRUCTURE
ThreatLevel = 1.0
BuildCost = 500
BuildTime = 15.0 ; in seconds
VisionRange = 160.0 ; Shroud clearing distance
ShroudClearingRange = 160
; CommandSet = GondorBarracksCommandSet
; *** AUDIO Parameters ***
SoundOnDamaged = BuildingLightDamageStone
SoundOnReallyDamaged = BuildingHeavyDamageStone
; VoiceSelect = GondorBarracksSelect
; UnitSpecificSounds
; UnderConstruction = UnderConstructionLoop
; End
; *** ENGINEERING Parameters ***
RadarPriority = STRUCTURE
KindOf = PRELOAD STRUCTURE IMMOBILE CHUNK_VENDOR NOT_AUTOACQUIRABLE IGNORED_IN_GUI ;WALK_ON_TOP_OF_WALL SELECTABLE
Body = ActiveBody ModuleTag_05
MaxHealth = 10000.0
MaxHealthDamaged = 5000.0
MaxHealthReallyDamaged = 1000.0
End
ArmorSet
Conditions = None
Armor = StructureArmor
DamageFX = GateDamageFX
End
Behavior = ProductionUpdate ModuleTag_06
; nothing
End
Behavior = StructureCollapseUpdate ModuleTag_08
MinCollapseDelay = 000
MaxCollapseDelay = 000
CollapseDamping = .5
MaxShudder = 0.6
MinBurstDelay = 250
MaxBurstDelay = 800
BigBurstFrequency = 4
FXList = INITIAL FX_StructureMediumCollapse
FXList = ALMOST_FINAL FX_StructureAlmostCollapse
DestroyObjectWhenDone = Yes
CollapseHeight = 155
End
AttackContactPoint = X:-24 Y:-24 Z:92
Geometry = BOX
GeometryMajorRadius = 46.0
GeometryMinorRadius = 33.0
GeometryHeight = 100.0
GeometryOffset = X:0 Y:86 Z:0
GeometryIsSmall = No
Shadow = SHADOW_VOLUME
End
;------------------------------------------------------------------------------
;Rivendell Gate
ObjectReskin RivGateRightSide_Snow RivGateRightSide
; SelectPortrait = BPRHelmsDeep
; *** ART Parameters ***
; SelectPortrait = SNReactor_L
; ButtonImage = SNReactor
;day
Draw = W3DScriptedModelDraw ModuleTag_Draw
OkToChangeModelColor = Yes
UseStandardModelNames = Yes
DefaultModelConditionState
Model = RivGateRS_S
End
;WallBoundsMesh = P1
;RampMesh1 = P2
;RampMesh2 = P3
End
End
;------------------------------------------------------------------------------
;Rivendell Walkway
Object RivWalkway
; SelectPortrait = BPRHelmsDeep
; *** ART Parameters ***
; SelectPortrait = SNReactor_L
; ButtonImage = SNReactor
;day
Draw = W3DScriptedModelDraw ModuleTag_Draw
OkToChangeModelColor = Yes
UseStandardModelNames = Yes
ExtraPublicBone = SIEGELADDER
DefaultModelConditionState
Model = RivWalkway
End
WallBoundsMesh = P1
End
PlacementViewAngle = 0
; ***DESIGN parameters ***
DisplayName = OBJECT:Prop
Side = Civilian
EditorSorting = STRUCTURE
Browser = REGION Rivendell STRUCTURE
ThreatLevel = 1.0
BuildCost = 1
BuildTime = 5.0 ; in seconds
VisionRange = 160.0 ; Shroud clearing distance
ShroudClearingRange = 160
; For Testing Purposes
; *** AUDIO Parameters ***
SoundOnDamaged = BuildingLightDamageStone
SoundOnReallyDamaged = BuildingHeavyDamageStone
; VoiceSelect = NuclearReactorSelect
; UnitSpecificSounds
; UnderConstruction = UnderConstructionLoop
; End
; *** ENGINEERING Parameters ***
RadarPriority = NOT_ON_RADAR
KindOf = STRUCTURE IMMOBILE WALK_ON_TOP_OF_WALL CHUNK_VENDOR NOT_AUTOACQUIRABLE IGNORED_IN_GUI ;SELECTABLE;
Behavior = SiegeDockingBehavior ModuleTag_SiegeDocking
End
Body = ActiveBody ModuleTag_B_03
MaxHealth = 6000.0
MaxHealthDamaged = 3000
MaxHealthReallyDamaged = 1000
GrabObject = EntThrownBuildingRock
GrabFX = FX_WallGrab
GrabDamage = 490
GrabOffset = X:16 Y:0
End
ArmorSet
Conditions = None
Armor = HelmsDeepWalls
DamageFX = None
End
; Note that structures with "RUBBLE" states should not use DestroyDie; such buildings are
; never truly destroyed, even when reduced to zero health. Also note that garrisonable
; buildings automatically stick around because GarrisonContain has it's own DieModule
Behavior = KeepObjectDie ModuleTag_IWantRubble
End
; Behavior = DestroyDie ModuleTag_07
; ;nothing
; End
Behavior = AttributeModifierAuraUpdate ModuleTag_WallBonus
StartsActive = Yes ;If no, requires upgrade to turn on.
BonusName = HelmsDeepWallBonus
RefreshDelay = 2000
;Range = 120 ; Range is overridden to affect people on us since we are a wall
;TargetEnemy = Yes ; Alliances are ignored to affect people on us since we are a wall
End
; Behavior = FireWeaponWhenDeadBehavior FireDeadTag1
; DeathTypes = ALL
; StartsActive = Yes
; DeathWeapon = WallDeath
; End
Geometry = BOX
GeometryMajorRadius = 35.0
GeometryMinorRadius = 35.0
GeometryHeight = 50.0
GeometryOffset = X:0 Y:0.0 Z:0
AdditionalGeometry = CYLINDER
GeometryMajorRadius = 30.0
GeometryMinorRadius = 30.0
GeometryHeight = 50.0
GeometryOffset = X:0.0 Y:0.0 Z:0.0
GeometryIsSmall = No
Shadow = SHADOW_VOLUME
GeometryContactPoint = X:-90 Y:70 Z:0 Grab
GeometryContactPoint = X:-90 Y:-40 Z:0 Grab
GeometryContactPoint = X:-90 Y:-30 Z:10
GeometryContactPoint = X:-60 Y:-30 Z:60
GeometryContactPoint = X:-30 Y:-30 Z:10
GeometryContactPoint = X:0 Y:-30 Z:60
GeometryContactPoint = X:30 Y:-30 Z:10
GeometryContactPoint = X:60 Y:-30 Z:60
GeometryContactPoint = X:90 Y:-30 Z:10
GeometryContactPoint = X:90 Y:-40 Z:0 Grab
GeometryContactPoint = X:90 Y:70 Z:0 Grab
End
;------------------------------------------------------------------------------
;Rivendell Walkway
Object RivWalkwayT
SelectPortrait = BPRHelmsDeep
; *** ART Parameters ***
; SelectPortrait = SNReactor_L
; ButtonImage = SNReactor
;day
Draw = W3DScriptedModelDraw ModuleTag_Draw
OkToChangeModelColor = Yes
UseStandardModelNames = Yes
ExtraPublicBone = SIEGELADDER
DefaultModelConditionState
Model = RivWalkwayT
End
; WallBoundsMesh = P1
;----- Damage States
ModelConditionState = COLLAPSING
Model = RivWalkwayTD
End
AnimationState = COLLAPSING
Animation = RubbleAnimation
AnimationName = RivWalkwayTD.RivWalkwayTD
AnimationMode = ONCE
End
End
ModelConditionState = RUBBLE
Model = None
End
AnimationState = RUBBLE
End
ModelConditionState = POST_RUBBLE
Model = None
End
AnimationState = POST_RUBBLE
End
ModelConditionState = POST_COLLAPSE
Model = None
End
AnimationState = POST_COLLAPSE
End
End
PlacementViewAngle = 0
; ***DESIGN parameters ***
DisplayName = OBJECT:Prop
Side = Civilian
EditorSorting = STRUCTURE
Browser = REGION Rivendell STRUCTURE
ThreatLevel = 1.0
BuildCost = 1
BuildTime = 5.0 ; in seconds
VisionRange = 160.0 ; Shroud clearing distance
ShroudClearingRange = 160
; For Testing Purposes
; *** AUDIO Parameters ***
SoundOnDamaged = BuildingLightDamageStone
SoundOnReallyDamaged = BuildingHeavyDamageStone
; VoiceSelect = NuclearReactorSelect
; UnitSpecificSounds
; UnderConstruction = UnderConstructionLoop
; End
; *** ENGINEERING Parameters ***
RadarPriority = NOT_ON_RADAR
KindOf = STRUCTURE IMMOBILE CHUNK_VENDOR NOT_AUTOACQUIRABLE IGNORED_IN_GUI ;SELECTABLE WALK_ON_TOP_OF_WALL
Behavior = SiegeDockingBehavior ModuleTag_SiegeDocking
End
Body = ActiveBody ModuleTag_B_03
MaxHealth = 1.0
MaxHealthDamaged = 1.0
MaxHealthReallyDamaged = 1.0
GrabObject = EntThrownBuildingRock
GrabFX = FX_WallGrab
GrabDamage = 490
GrabOffset = X:16 Y:0
End
ArmorSet
Conditions = None
Armor = NoArmor
DamageFX = None
End
; Note that structures with "RUBBLE" states should not use DestroyDie; such buildings are
; never truly destroyed, even when reduced to zero health. Also note that garrisonable
; buildings automatically stick around because GarrisonContain has it's own DieModule
Behavior = KeepObjectDie ModuleTag_IWantRubble
End
; Behavior = DestroyDie ModuleTag_07
; ;nothing
; End
; Behavior = AttributeModifierAuraUpdate ModuleTag_WallBonus
; StartsActive = Yes ;If no, requires upgrade to turn on.
; BonusName = HelmsDeepWallBonus
; RefreshDelay = 2000
; ;Range = 120 ; Range is overridden to affect people on us since we are a wall
; ;TargetEnemy = Yes ; Alliances are ignored to affect people on us since we are a wall
; End
; Behavior = FireWeaponWhenDeadBehavior FireDeadTag1
; DeathTypes = ALL
; StartsActive = Yes
; DeathWeapon = WallDeath
; End
Geometry = BOX
GeometryMajorRadius = 35.0
GeometryMinorRadius = 35.0
GeometryHeight = 50.0
GeometryOffset = X:0 Y:0.0 Z:50
AdditionalGeometry = CYLINDER
GeometryMajorRadius = 30.0
GeometryMinorRadius = 30.0
GeometryHeight = 50.0
GeometryOffset = X:0.0 Y:0.0 Z:0.0
GeometryIsSmall = No
Shadow = SHADOW_VOLUME
GeometryContactPoint = X:-90 Y:70 Z:0 Grab
GeometryContactPoint = X:-90 Y:-40 Z:0 Grab
GeometryContactPoint = X:-90 Y:-30 Z:10
GeometryContactPoint = X:-60 Y:-30 Z:60
GeometryContactPoint = X:-30 Y:-30 Z:10
GeometryContactPoint = X:0 Y:-30 Z:60
GeometryContactPoint = X:30 Y:-30 Z:10
GeometryContactPoint = X:60 Y:-30 Z:60
GeometryContactPoint = X:90 Y:-30 Z:10
GeometryContactPoint = X:90 Y:-40 Z:0 Grab
GeometryContactPoint = X:90 Y:70 Z:0 Grab
End
;------------------------------------------------------------------------------
;Rivendell Walkway
Object RivWalkwayT1
SelectPortrait = BPRHelmsDeep
; *** ART Parameters ***
; SelectPortrait = SNReactor_L
; ButtonImage = SNReactor
;day
Draw = W3DScriptedModelDraw ModuleTag_Draw
OkToChangeModelColor = Yes
UseStandardModelNames = Yes
ExtraPublicBone = SIEGELADDER
DefaultModelConditionState
Model = RivWalkwayT1
End
; WallBoundsMesh = P1
;----- Damage States
ModelConditionState = COLLAPSING
Model = RivWalkwayT1D
End
AnimationState = COLLAPSING
Animation = RubbleAnimation
AnimationName = RivWalkwayT1D.RivWalkwayT1D
AnimationMode = ONCE
End
End
ModelConditionState = RUBBLE
Model = None
End
AnimationState = RUBBLE
End
ModelConditionState = POST_RUBBLE
Model = None
End
AnimationState = POST_RUBBLE
End
ModelConditionState = POST_COLLAPSE
Model = None
End
AnimationState = POST_COLLAPSE
End
End
PlacementViewAngle = 0
; ***DESIGN parameters ***
DisplayName = OBJECT:Prop
Side = Civilian
EditorSorting = STRUCTURE
Browser = REGION Rivendell STRUCTURE
ThreatLevel = 1.0
BuildCost = 1
BuildTime = 5.0 ; in seconds
VisionRange = 160.0 ; Shroud clearing distance
ShroudClearingRange = 160
; For Testing Purposes
; *** AUDIO Parameters ***
SoundOnDamaged = BuildingLightDamageStone
SoundOnReallyDamaged = BuildingHeavyDamageStone
; VoiceSelect = NuclearReactorSelect
; UnitSpecificSounds
; UnderConstruction = UnderConstructionLoop
; End
; *** ENGINEERING Parameters ***
RadarPriority = NOT_ON_RADAR
KindOf = STRUCTURE IMMOBILE CHUNK_VENDOR NOT_AUTOACQUIRABLE IGNORED_IN_GUI ;SELECTABLE WALK_ON_TOP_OF_WALL
Behavior = SiegeDockingBehavior ModuleTag_SiegeDocking
End
Body = ActiveBody ModuleTag_B_03
MaxHealth = 1.0
MaxHealthDamaged = 1.0
MaxHealthReallyDamaged = 1.0
GrabObject = EntThrownBuildingRock
GrabFX = FX_WallGrab
GrabDamage = 490
GrabOffset = X:16 Y:0
End
ArmorSet
Conditions = None
Armor = NoArmor
DamageFX = None
End
; Note that structures with "RUBBLE" states should not use DestroyDie; such buildings are
; never truly destroyed, even when reduced to zero health. Also note that garrisonable
; buildings automatically stick around because GarrisonContain has it's own DieModule
Behavior = KeepObjectDie ModuleTag_IWantRubble
End
; Behavior = DestroyDie ModuleTag_07
; ;nothing
; End
; Behavior = AttributeModifierAuraUpdate ModuleTag_WallBonus
; StartsActive = Yes ;If no, requires upgrade to turn on.
; BonusName = HelmsDeepWallBonus
; RefreshDelay = 2000
; ;Range = 120 ; Range is overridden to affect people on us since we are a wall
; ;TargetEnemy = Yes ; Alliances are ignored to affect people on us since we are a wall
; End
; Behavior = FireWeaponWhenDeadBehavior FireDeadTag1
; DeathTypes = ALL
; StartsActive = Yes
; DeathWeapon = WallDeath
; End
Geometry = BOX
GeometryMajorRadius = 35.0
GeometryMinorRadius = 35.0
GeometryHeight = 50.0
GeometryOffset = X:0 Y:0.0 Z:50
AdditionalGeometry = CYLINDER
GeometryMajorRadius = 30.0
GeometryMinorRadius = 30.0
GeometryHeight = 50.0
GeometryOffset = X:0.0 Y:0.0 Z:0.0
GeometryIsSmall = No
Shadow = SHADOW_VOLUME
GeometryContactPoint = X:-90 Y:70 Z:0 Grab
GeometryContactPoint = X:-90 Y:-40 Z:0 Grab
GeometryContactPoint = X:-90 Y:-30 Z:10
GeometryContactPoint = X:-60 Y:-30 Z:60
GeometryContactPoint = X:-30 Y:-30 Z:10
GeometryContactPoint = X:0 Y:-30 Z:60
GeometryContactPoint = X:30 Y:-30 Z:10
GeometryContactPoint = X:60 Y:-30 Z:60
GeometryContactPoint = X:90 Y:-30 Z:10
GeometryContactPoint = X:90 Y:-40 Z:0 Grab
GeometryContactPoint = X:90 Y:70 Z:0 Grab
End
;------------------------------------------------------------------------------
;Rivendell Walkway
Object RivWalkway3
SelectPortrait = BPRHelmsDeep
; *** ART Parameters ***
; SelectPortrait = SNReactor_L
; ButtonImage = SNReactor
;day
Draw = W3DScriptedModelDraw ModuleTag_Draw
OkToChangeModelColor = Yes
UseStandardModelNames = Yes
ExtraPublicBone = SIEGELADDER
DefaultModelConditionState
Model = RivWalkway3
End
WallBoundsMesh = P1
End
PlacementViewAngle = 0
; ***DESIGN parameters ***
DisplayName = OBJECT:Prop
Side = Civilian
EditorSorting = STRUCTURE
Browser = REGION Rivendell STRUCTURE
ThreatLevel = 1.0
BuildCost = 1
BuildTime = 5.0 ; in seconds
VisionRange = 160.0 ; Shroud clearing distance
ShroudClearingRange = 160
; For Testing Purposes
; *** AUDIO Parameters ***
SoundOnDamaged = BuildingLightDamageStone
SoundOnReallyDamaged = BuildingHeavyDamageStone
; VoiceSelect = NuclearReactorSelect
; UnitSpecificSounds
; UnderConstruction = UnderConstructionLoop
; End
; *** ENGINEERING Parameters ***
RadarPriority = NOT_ON_RADAR
KindOf = STRUCTURE IMMOBILE WALK_ON_TOP_OF_WALL CHUNK_VENDOR NOT_AUTOACQUIRABLE IGNORED_IN_GUI ;SELECTABLE;
Behavior = SiegeDockingBehavior ModuleTag_SiegeDocking
End
Body = ActiveBody ModuleTag_B_03
MaxHealth = 6000.0
MaxHealthDamaged = 3000
MaxHealthReallyDamaged = 1000
GrabObject = EntThrownBuildingRock
GrabFX = FX_WallGrab
GrabDamage = 490
GrabOffset = X:16 Y:0
End
ArmorSet
Conditions = None
Armor = HelmsDeepWalls
DamageFX = None
End
; Note that structures with "RUBBLE" states should not use DestroyDie; such buildings are
; never truly destroyed, even when reduced to zero health. Also note that garrisonable
; buildings automatically stick around because GarrisonContain has it's own DieModule
Behavior = KeepObjectDie ModuleTag_IWantRubble
End
; Behavior = DestroyDie ModuleTag_07
; ;nothing
; End
Behavior = AttributeModifierAuraUpdate ModuleTag_WallBonus
StartsActive = Yes ;If no, requires upgrade to turn on.
BonusName = HelmsDeepWallBonus
RefreshDelay = 2000
;Range = 120 ; Range is overridden to affect people on us since we are a wall
;TargetEnemy = Yes ; Alliances are ignored to affect people on us since we are a wall
End
; Behavior = FireWeaponWhenDeadBehavior FireDeadTag1
; DeathTypes = ALL
; StartsActive = Yes
; DeathWeapon = WallDeath
; End
Geometry = BOX
GeometryMajorRadius = 35.0
GeometryMinorRadius = 105.0
GeometryHeight = 50.0
GeometryOffset = X:0 Y:0.0 Z:0
AdditionalGeometry = CYLINDER
GeometryMajorRadius = 30.0
GeometryMinorRadius = 30.0
GeometryHeight = 50.0
GeometryOffset = X:0.0 Y:0.0 Z:0.0
GeometryIsSmall = No
Shadow = SHADOW_VOLUME
GeometryContactPoint = X:-90 Y:70 Z:0 Grab
GeometryContactPoint = X:-90 Y:-40 Z:0 Grab
GeometryContactPoint = X:-90 Y:-30 Z:10
GeometryContactPoint = X:-60 Y:-30 Z:60
GeometryContactPoint = X:-30 Y:-30 Z:10
GeometryContactPoint = X:0 Y:-30 Z:60
GeometryContactPoint = X:30 Y:-30 Z:10
GeometryContactPoint = X:60 Y:-30 Z:60
GeometryContactPoint = X:90 Y:-30 Z:10
GeometryContactPoint = X:90 Y:-40 Z:0 Grab
GeometryContactPoint = X:90 Y:70 Z:0 Grab
End
;------------------------------------------------------------------------------
;Rivendell Walkway
Object RivWalkway3T
SelectPortrait = BPRHelmsDeep
; *** ART Parameters ***
; SelectPortrait = SNReactor_L
; ButtonImage = SNReactor
;day
Draw = W3DScriptedModelDraw ModuleTag_Draw
OkToChangeModelColor = Yes
UseStandardModelNames = Yes
ExtraPublicBone = SIEGELADDER
DefaultModelConditionState
Model = RivWalkway3T
End
; WallBoundsMesh = P1
;----- Damage States
ModelConditionState = COLLAPSING
Model = RivWalkway3TD
End
AnimationState = COLLAPSING
Animation = RubbleAnimation
AnimationName = RivWalkway3TD.RivWalkway3TD
AnimationMode = ONCE
End
End
ModelConditionState = RUBBLE
Model = None
End
AnimationState = RUBBLE
End
ModelConditionState = POST_RUBBLE
Model = None
End
AnimationState = POST_RUBBLE
End
ModelConditionState = POST_COLLAPSE
Model = None
End
AnimationState = POST_COLLAPSE
End
End
PlacementViewAngle = 0
; ***DESIGN parameters ***
DisplayName = OBJECT:Prop
Side = Civilian
EditorSorting = STRUCTURE
Browser = REGION Rivendell STRUCTURE
ThreatLevel = 1.0
BuildCost = 1
BuildTime = 5.0 ; in seconds
VisionRange = 160.0 ; Shroud clearing distance
ShroudClearingRange = 160
; *** AUDIO Parameters ***
SoundOnDamaged = BuildingLightDamageStone
SoundOnReallyDamaged = BuildingHeavyDamageStone
; VoiceSelect = NuclearReactorSelect
; UnitSpecificSounds
; UnderConstruction = UnderConstructionLoop
; End
; *** ENGINEERING Parameters ***
RadarPriority = NOT_ON_RADAR
KindOf = STRUCTURE IMMOBILE CHUNK_VENDOR NOT_AUTOACQUIRABLE IGNORED_IN_GUI ;SELECTABLE WALK_ON_TOP_OF_WALL
Behavior = SiegeDockingBehavior ModuleTag_SiegeDocking
End
Body = ActiveBody ModuleTag_B_03
MaxHealth = 1.0
MaxHealthDamaged = 1.0
MaxHealthReallyDamaged = 1.0
GrabObject = EntThrownBuildingRock
GrabFX = FX_WallGrab
GrabDamage = 490
GrabOffset = X:16 Y:0
End
ArmorSet
Conditions = None
Armor = NoArmor
DamageFX = None
End
; Note that structures with "RUBBLE" states should not use DestroyDie; such buildings are
; never truly destroyed, even when reduced to zero health. Also note that garrisonable
; buildings automatically stick around because GarrisonContain has it's own DieModule
Behavior = KeepObjectDie ModuleTag_IWantRubble
End
; Behavior = DestroyDie ModuleTag_07
; ;nothing
; End
; Behavior = AttributeModifierAuraUpdate ModuleTag_WallBonus
; StartsActive = Yes ;If no, requires upgrade to turn on.
; BonusName = HelmsDeepWallBonus
; RefreshDelay = 2000
; ;Range = 120 ; Range is overridden to affect people on us since we are a wall
; ;TargetEnemy = Yes ; Alliances are ignored to affect people on us since we are a wall
; End
; Behavior = FireWeaponWhenDeadBehavior FireDeadTag1
; DeathTypes = ALL
; StartsActive = Yes
; DeathWeapon = WallDeath
; End
Geometry = BOX
GeometryMajorRadius = 35.0
GeometryMinorRadius = 105.0
GeometryHeight = 50.0
GeometryOffset = X:0 Y:0.0 Z:50
AdditionalGeometry = CYLINDER
GeometryMajorRadius = 30.0
GeometryMinorRadius = 30.0
GeometryHeight = 50.0
GeometryOffset = X:0.0 Y:0.0 Z:0.0
GeometryIsSmall = No
Shadow = SHADOW_VOLUME
GeometryContactPoint = X:-90 Y:70 Z:0 Grab
GeometryContactPoint = X:-90 Y:-40 Z:0 Grab
GeometryContactPoint = X:-90 Y:-30 Z:10
GeometryContactPoint = X:-60 Y:-30 Z:60
GeometryContactPoint = X:-30 Y:-30 Z:10
GeometryContactPoint = X:0 Y:-30 Z:60
GeometryContactPoint = X:30 Y:-30 Z:10
GeometryContactPoint = X:60 Y:-30 Z:60
GeometryContactPoint = X:90 Y:-30 Z:10
GeometryContactPoint = X:90 Y:-40 Z:0 Grab
GeometryContactPoint = X:90 Y:70 Z:0 Grab
End
;------------------------------------------------------------------------------
;Rivendell Walkway Curve
Object RivWalkCurv
SelectPortrait = BPRHelmsDeep
; *** ART Parameters ***
; SelectPortrait = SNReactor_L
; ButtonImage = SNReactor
;day
Draw = W3DScriptedModelDraw ModuleTag_Draw
OkToChangeModelColor = Yes
UseStandardModelNames = Yes
ExtraPublicBone = SIEGELADDER
DefaultModelConditionState
Model = RivWalkCurv
End
WallBoundsMesh = P1
End
PlacementViewAngle = 0
; ***DESIGN parameters ***
DisplayName = OBJECT:Prop
Side = Civilian
EditorSorting = STRUCTURE
Browser = REGION Rivendell STRUCTURE
ThreatLevel = 1.0
BuildCost = 1
BuildTime = 5.0 ; in seconds
VisionRange = 160.0 ; Shroud clearing distance
ShroudClearingRange = 160
; For Testing Purposes
; *** AUDIO Parameters ***
SoundOnDamaged = BuildingLightDamageStone
SoundOnReallyDamaged = BuildingHeavyDamageStone
; VoiceSelect = NuclearReactorSelect
; UnitSpecificSounds
; UnderConstruction = UnderConstructionLoop
; End
; *** ENGINEERING Parameters ***
RadarPriority = NOT_ON_RADAR
KindOf = STRUCTURE IMMOBILE WALK_ON_TOP_OF_WALL CHUNK_VENDOR NOT_AUTOACQUIRABLE IGNORED_IN_GUI ;SELECTABLE
Behavior = SiegeDockingBehavior ModuleTag_SiegeDocking
End
Body = ActiveBody ModuleTag_B_03
MaxHealth = 6000.0
MaxHealthDamaged = 3000
MaxHealthReallyDamaged = 1000
GrabObject = EntThrownBuildingRock
GrabFX = FX_WallGrab
GrabDamage = 490
GrabOffset = X:16 Y:0
End
ArmorSet
Conditions = None
Armor = HelmsDeepWalls
DamageFX = None
End
; Note that structures with "RUBBLE" states should not use DestroyDie; such buildings are
; never truly destroyed, even when reduced to zero health. Also note that garrisonable
; buildings automatically stick around because GarrisonContain has it's own DieModule
Behavior = KeepObjectDie ModuleTag_IWantRubble
End
; Behavior = DestroyDie ModuleTag_07
; ;nothing
; End
Behavior = AttributeModifierAuraUpdate ModuleTag_WallBonus
StartsActive = Yes ;If no, requires upgrade to turn on.
BonusName = HelmsDeepWallBonus
RefreshDelay = 2000
;Range = 120 ; Range is overridden to affect people on us since we are a wall
;TargetEnemy = Yes ; Alliances are ignored to affect people on us since we are a wall
End
; Behavior = FireWeaponWhenDeadBehavior FireDeadTag1
; DeathTypes = ALL
; StartsActive = Yes
; DeathWeapon = WallDeath
; End
Geometry = BOX
GeometryMajorRadius = 50.0
GeometryMinorRadius = 55.0
GeometryHeight = 50.0
GeometryOffset = X:0 Y:0.0 Z:0
AdditionalGeometry = CYLINDER
GeometryMajorRadius = 40.0
GeometryMinorRadius = 40.0
GeometryHeight = 60.0
GeometryOffset = X:0.0 Y:0.0 Z:0
GeometryIsSmall = No
Shadow = SHADOW_VOLUME
GeometryContactPoint = X:-90 Y:70 Z:0 Grab
GeometryContactPoint = X:-90 Y:-40 Z:0 Grab
GeometryContactPoint = X:-90 Y:-30 Z:10
GeometryContactPoint = X:-60 Y:-30 Z:60
GeometryContactPoint = X:-30 Y:-30 Z:10
GeometryContactPoint = X:0 Y:-30 Z:60
GeometryContactPoint = X:30 Y:-30 Z:10
GeometryContactPoint = X:60 Y:-30 Z:60
GeometryContactPoint = X:90 Y:-30 Z:10
GeometryContactPoint = X:90 Y:-40 Z:0 Grab
GeometryContactPoint = X:90 Y:70 Z:0 Grab
End
;------------------------------------------------------------------------------
;Rivendell Walkway Curve
Object RivWalkCurvT
SelectPortrait = BPRHelmsDeep
; *** ART Parameters ***
; SelectPortrait = SNReactor_L
; ButtonImage = SNReactor
;day
Draw = W3DScriptedModelDraw ModuleTag_Draw
OkToChangeModelColor = Yes
UseStandardModelNames = Yes
ExtraPublicBone = SIEGELADDER
DefaultModelConditionState
Model = RivWalkCurvT
End
; WallBoundsMesh = P1
;----- Damage States
ModelConditionState = COLLAPSING
Model = RivWalkCurvTD
End
AnimationState = COLLAPSING
Animation = RubbleAnimation
AnimationName = RivWalkCurvTD.RivWalkCurvTD
AnimationMode = ONCE
End
End
ModelConditionState = RUBBLE
Model = None
End
AnimationState = RUBBLE
End
ModelConditionState = POST_RUBBLE
Model = None
End
AnimationState = POST_RUBBLE
End
ModelConditionState = POST_COLLAPSE
Model = None
End
AnimationState = POST_COLLAPSE
End
End
PlacementViewAngle = 0
; ***DESIGN parameters ***
DisplayName = OBJECT:Prop
Side = Civilian
EditorSorting = STRUCTURE
Browser = REGION Rivendell STRUCTURE
ThreatLevel = 1.0
BuildCost = 1
BuildTime = 5.0 ; in seconds
VisionRange = 160.0 ; Shroud clearing distance
ShroudClearingRange = 160
; For Testing Purposes
; *** AUDIO Parameters ***
SoundOnDamaged = BuildingLightDamageStone
SoundOnReallyDamaged = BuildingHeavyDamageStone
; VoiceSelect = NuclearReactorSelect
; UnitSpecificSounds
; UnderConstruction = UnderConstructionLoop
; End
; *** ENGINEERING Parameters ***
RadarPriority = NOT_ON_RADAR
KindOf = STRUCTURE IMMOBILE CHUNK_VENDOR NOT_AUTOACQUIRABLE IGNORED_IN_GUI ;SELECTABLE WALK_ON_TOP_OF_WALL
Behavior = SiegeDockingBehavior ModuleTag_SiegeDocking
End
Body = ActiveBody ModuleTag_B_03
MaxHealth = 1.0
MaxHealthDamaged = 1.0
MaxHealthReallyDamaged = 1.0
GrabObject = EntThrownBuildingRock
GrabFX = FX_WallGrab
GrabDamage = 490
GrabOffset = X:16 Y:0
End
ArmorSet
Conditions = None
Armor = NoArmor
DamageFX = None
End
; Note that structures with "RUBBLE" states should not use DestroyDie; such buildings are
; never truly destroyed, even when reduced to zero health. Also note that garrisonable
; buildings automatically stick around because GarrisonContain has it's own DieModule
Behavior = KeepObjectDie ModuleTag_IWantRubble
End
; Behavior = DestroyDie ModuleTag_07
; ;nothing
; End
; Behavior = AttributeModifierAuraUpdate ModuleTag_WallBonus
; StartsActive = Yes ;If no, requires upgrade to turn on.
; BonusName = HelmsDeepWallBonus
; RefreshDelay = 2000
; ;Range = 120 ; Range is overridden to affect people on us since we are a wall
; ;TargetEnemy = Yes ; Alliances are ignored to affect people on us since we are a wall
; End
; Behavior = FireWeaponWhenDeadBehavior FireDeadTag1
; DeathTypes = ALL
; StartsActive = Yes
; DeathWeapon = WallDeath
; End
Geometry = BOX
GeometryMajorRadius = 50.0
GeometryMinorRadius = 55.0
GeometryHeight = 50.0
GeometryOffset = X:0 Y:0.0 Z:50.0
AdditionalGeometry = CYLINDER
GeometryMajorRadius = 40.0
GeometryMinorRadius = 40.0
GeometryHeight = 60.0
GeometryOffset = X:0.0 Y:0.0 Z:0
GeometryIsSmall = No
Shadow = SHADOW_VOLUME
GeometryContactPoint = X:-90 Y:70 Z:0 Grab
GeometryContactPoint = X:-90 Y:-40 Z:0 Grab
GeometryContactPoint = X:-90 Y:-30 Z:10
GeometryContactPoint = X:-60 Y:-30 Z:60
GeometryContactPoint = X:-30 Y:-30 Z:10
GeometryContactPoint = X:0 Y:-30 Z:60
GeometryContactPoint = X:30 Y:-30 Z:10
GeometryContactPoint = X:60 Y:-30 Z:60
GeometryContactPoint = X:90 Y:-30 Z:10
GeometryContactPoint = X:90 Y:-40 Z:0 Grab
GeometryContactPoint = X:90 Y:70 Z:0 Grab
End
;------------------------------------------------------------------------------
;Rivendell Walkway Curve
Object RivWalkCurvT1
SelectPortrait = BPRHelmsDeep
; *** ART Parameters ***
; SelectPortrait = SNReactor_L
; ButtonImage = SNReactor
;day
Draw = W3DScriptedModelDraw ModuleTag_Draw
OkToChangeModelColor = Yes
UseStandardModelNames = Yes
ExtraPublicBone = SIEGELADDER
DefaultModelConditionState
Model = RivWalkCurvT1
End
; WallBoundsMesh = P1
;----- Damage States
ModelConditionState = COLLAPSING
Model = RivWalkCurvT1D
End
AnimationState = COLLAPSING
Animation = RubbleAnimation
AnimationName = RivWalkCurvT1D.RivWalkCurvT1D
AnimationMode = ONCE
End
End
ModelConditionState = RUBBLE
Model = None
End
AnimationState = RUBBLE
End
ModelConditionState = POST_RUBBLE
Model = None
End
AnimationState = POST_RUBBLE
End
ModelConditionState = POST_COLLAPSE
Model = None
End
AnimationState = POST_COLLAPSE
End
End
PlacementViewAngle = 0
; ***DESIGN parameters ***
DisplayName = OBJECT:Prop
Side = Civilian
EditorSorting = STRUCTURE
Browser = REGION Rivendell STRUCTURE
ThreatLevel = 1.0
BuildCost = 1
BuildTime = 5.0 ; in seconds
VisionRange = 160.0 ; Shroud clearing distance
ShroudClearingRange = 160
; *** AUDIO Parameters ***
SoundOnDamaged = BuildingLightDamageStone
SoundOnReallyDamaged = BuildingHeavyDamageStone
; *** ENGINEERING Parameters ***
RadarPriority = NOT_ON_RADAR
KindOf = STRUCTURE IMMOBILE CHUNK_VENDOR NOT_AUTOACQUIRABLE IGNORED_IN_GUI ;SELECTABLE WALK_ON_TOP_OF_WALL
Behavior = SiegeDockingBehavior ModuleTag_SiegeDocking
End
Body = ActiveBody ModuleTag_B_03
MaxHealth = 1.0
MaxHealthDamaged = 1.0
MaxHealthReallyDamaged = 1.0
GrabObject = EntThrownBuildingRock
GrabFX = FX_WallGrab
GrabDamage = 490
GrabOffset = X:16 Y:0
End
ArmorSet
Conditions = None
Armor = NoArmor
DamageFX = None
End
; Note that structures with "RUBBLE" states should not use DestroyDie; such buildings are
; never truly destroyed, even when reduced to zero health. Also note that garrisonable
; buildings automatically stick around because GarrisonContain has it's own DieModule
Behavior = KeepObjectDie ModuleTag_IWantRubble
End
; Behavior = DestroyDie ModuleTag_07
; ;nothing
; End
; Behavior = AttributeModifierAuraUpdate ModuleTag_WallBonus
; StartsActive = Yes ;If no, requires upgrade to turn on.
; BonusName = HelmsDeepWallBonus
; RefreshDelay = 2000
; ;Range = 120 ; Range is overridden to affect people on us since we are a wall
; ;TargetEnemy = Yes ; Alliances are ignored to affect people on us since we are a wall
; End
; Behavior = FireWeaponWhenDeadBehavior FireDeadTag1
; DeathTypes = ALL
; StartsActive = Yes
; DeathWeapon = WallDeath
; End
Geometry = BOX
GeometryMajorRadius = 50.0
GeometryMinorRadius = 55.0
GeometryHeight = 50.0
GeometryOffset = X:0 Y:0.0 Z:50.0
AdditionalGeometry = CYLINDER
GeometryMajorRadius = 40.0
GeometryMinorRadius = 40.0
GeometryHeight = 60.0
GeometryOffset = X:0.0 Y:0.0 Z:0
GeometryIsSmall = No
Shadow = SHADOW_VOLUME
GeometryContactPoint = X:-90 Y:70 Z:0 Grab
GeometryContactPoint = X:-90 Y:-40 Z:0 Grab
GeometryContactPoint = X:-90 Y:-30 Z:10
GeometryContactPoint = X:-60 Y:-30 Z:60
GeometryContactPoint = X:-30 Y:-30 Z:10
GeometryContactPoint = X:0 Y:-30 Z:60
GeometryContactPoint = X:30 Y:-30 Z:10
GeometryContactPoint = X:60 Y:-30 Z:60
GeometryContactPoint = X:90 Y:-30 Z:10
GeometryContactPoint = X:90 Y:-40 Z:0 Grab
GeometryContactPoint = X:90 Y:70 Z:0 Grab
End
;------------------------------------------------------------------------------
;Rivendell Walkway Curve
Object RivWalkCurvT2
SelectPortrait = BPRHelmsDeep
; *** ART Parameters ***
; SelectPortrait = SNReactor_L
; ButtonImage = SNReactor
;day
Draw = W3DScriptedModelDraw ModuleTag_Draw
OkToChangeModelColor = Yes
UseStandardModelNames = Yes
ExtraPublicBone = SIEGELADDER
DefaultModelConditionState
Model = RivWalkCurvT2
End
; WallBoundsMesh = P1
;----- Damage States
ModelConditionState = COLLAPSING
Model = RivWalkCurvT2D
End
AnimationState = COLLAPSING
Animation = RubbleAnimation
AnimationName = RivWalkCurvT2D.RivWalkCurvT2D
AnimationMode = ONCE
End
End
ModelConditionState = RUBBLE
Model = None
End
AnimationState = RUBBLE
End
ModelConditionState = POST_RUBBLE
Model = None
End
AnimationState = POST_RUBBLE
End
ModelConditionState = POST_COLLAPSE
Model = None
End
AnimationState = POST_COLLAPSE
End
End
; PlacementViewAngle = 0
; ***DESIGN parameters ***
DisplayName = OBJECT:Prop
Side = Civilian
EditorSorting = STRUCTURE
Browser = REGION Rivendell STRUCTURE
ThreatLevel = 1.0
BuildCost = 1
BuildTime = 5.0 ; in seconds
VisionRange = 160.0 ; Shroud clearing distance
ShroudClearingRange = 160
; For Testing Purposes
; *** AUDIO Parameters ***
SoundOnDamaged = BuildingLightDamageStone
SoundOnReallyDamaged = BuildingHeavyDamageStone
; VoiceSelect = NuclearReactorSelect
; UnitSpecificSounds
; UnderConstruction = UnderConstructionLoop
; End
; *** ENGINEERING Parameters ***
RadarPriority = NOT_ON_RADAR
KindOf = STRUCTURE IMMOBILE CHUNK_VENDOR NOT_AUTOACQUIRABLE IGNORED_IN_GUI ;SELECTABLE WALK_ON_TOP_OF_WALL
Behavior = SiegeDockingBehavior ModuleTag_SiegeDocking
End
Body = ActiveBody ModuleTag_B_03
MaxHealth = 1.0
MaxHealthDamaged = 1.0
MaxHealthReallyDamaged = 1.0
GrabObject = EntThrownBuildingRock
GrabFX = FX_WallGrab
GrabDamage = 490
GrabOffset = X:16 Y:0
End
ArmorSet
Conditions = None
Armor = NoArmor ;HelmsDeepWalls
DamageFX = None
End
; Note that structures with "RUBBLE" states should not use DestroyDie; such buildings are
; never truly destroyed, even when reduced to zero health. Also note that garrisonable
; buildings automatically stick around because GarrisonContain has it's own DieModule
Behavior = KeepObjectDie ModuleTag_IWantRubble
End
; Behavior = DestroyDie ModuleTag_07
; ;nothing
; End
; Behavior = AttributeModifierAuraUpdate ModuleTag_WallBonus
; StartsActive = Yes ;If no, requires upgrade to turn on.
; BonusName = HelmsDeepWallBonus
; RefreshDelay = 2000
; ;Range = 120 ; Range is overridden to affect people on us since we are a wall
; ;TargetEnemy = Yes ; Alliances are ignored to affect people on us since we are a wall
; End
; Behavior = FireWeaponWhenDeadBehavior FireDeadTag1
; DeathTypes = ALL
; StartsActive = Yes
; DeathWeapon = WallDeath
; End
Geometry = BOX
GeometryMajorRadius = 50.0
GeometryMinorRadius = 55.0
GeometryHeight = 50.0
GeometryOffset = X:0 Y:0.0 Z:50.0
AdditionalGeometry = CYLINDER
GeometryMajorRadius = 40.0
GeometryMinorRadius = 40.0
GeometryHeight = 60.0
GeometryOffset = X:0.0 Y:0.0 Z:0
GeometryIsSmall = No
Shadow = SHADOW_VOLUME
GeometryContactPoint = X:-90 Y:70 Z:0 Grab
GeometryContactPoint = X:-90 Y:-40 Z:0 Grab
GeometryContactPoint = X:-90 Y:-30 Z:10
GeometryContactPoint = X:-60 Y:-30 Z:60
GeometryContactPoint = X:-30 Y:-30 Z:10
GeometryContactPoint = X:0 Y:-30 Z:60
GeometryContactPoint = X:30 Y:-30 Z:10
GeometryContactPoint = X:60 Y:-30 Z:60
GeometryContactPoint = X:90 Y:-30 Z:10
GeometryContactPoint = X:90 Y:-40 Z:0 Grab
GeometryContactPoint = X:90 Y:70 Z:0 Grab
End
;------------------------------------------------------------------------------
;Rivendell Walkway Curve
Object RivWalkCurvT3
SelectPortrait = BPRHelmsDeep
; *** ART Parameters ***
; SelectPortrait = SNReactor_L
; ButtonImage = SNReactor
;day
Draw = W3DScriptedModelDraw ModuleTag_Draw
OkToChangeModelColor = Yes
UseStandardModelNames = Yes
ExtraPublicBone = SIEGELADDER
DefaultModelConditionState
Model = RivWalkCurvT3
End
; WallBoundsMesh = P1
;----- Damage States
ModelConditionState = COLLAPSING
Model = RivWalkCurvT3D
End
AnimationState = COLLAPSING
Animation = RubbleAnimation
AnimationName = RivWalkCurvT3D.RivWalkCurvT3D
AnimationMode = ONCE
End
End
ModelConditionState = RUBBLE
Model = None
End
AnimationState = RUBBLE
End
ModelConditionState = POST_RUBBLE
Model = None
End
AnimationState = POST_RUBBLE
End
ModelConditionState = POST_COLLAPSE
Model = None
End
AnimationState = POST_COLLAPSE
End
End
; PlacementViewAngle = 0
; ***DESIGN parameters ***
DisplayName = OBJECT:Prop
Side = Civilian
EditorSorting = STRUCTURE
Browser = REGION Rivendell STRUCTURE
ThreatLevel = 1.0
BuildCost = 1
BuildTime = 5.0 ; in seconds
VisionRange = 160.0 ; Shroud clearing distance
ShroudClearingRange = 160
; For Testing Purposes
; *** AUDIO Parameters ***
SoundOnDamaged = BuildingLightDamageStone
SoundOnReallyDamaged = BuildingHeavyDamageStone
; VoiceSelect = NuclearReactorSelect
; UnitSpecificSounds
; UnderConstruction = UnderConstructionLoop
; End
; *** ENGINEERING Parameters ***
RadarPriority = NOT_ON_RADAR
KindOf = STRUCTURE IMMOBILE CHUNK_VENDOR NOT_AUTOACQUIRABLE IGNORED_IN_GUI ;SELECTABLE WALK_ON_TOP_OF_WALL
Behavior = SiegeDockingBehavior ModuleTag_SiegeDocking
End
Body = ActiveBody ModuleTag_B_03
MaxHealth = 1.0
MaxHealthDamaged = 1.0
MaxHealthReallyDamaged = 1.0
GrabObject = EntThrownBuildingRock
GrabFX = FX_WallGrab
GrabDamage = 490
GrabOffset = X:16 Y:0
End
ArmorSet
Conditions = None
Armor = NoArmor ;HelmsDeepWalls
DamageFX = None
End
; Note that structures with "RUBBLE" states should not use DestroyDie; such buildings are
; never truly destroyed, even when reduced to zero health. Also note that garrisonable
; buildings automatically stick around because GarrisonContain has it's own DieModule
Behavior = KeepObjectDie ModuleTag_IWantRubble
End
; Behavior = DestroyDie ModuleTag_07
; ;nothing
; End
; Behavior = AttributeModifierAuraUpdate ModuleTag_WallBonus
; StartsActive = Yes ;If no, requires upgrade to turn on.
; BonusName = HelmsDeepWallBonus
; RefreshDelay = 2000
; ;Range = 120 ; Range is overridden to affect people on us since we are a wall
; ;TargetEnemy = Yes ; Alliances are ignored to affect people on us since we are a wall
; End
; Behavior = FireWeaponWhenDeadBehavior FireDeadTag1
; DeathTypes = ALL
; StartsActive = Yes
; DeathWeapon = WallDeath
; End
Geometry = BOX
GeometryMajorRadius = 50.0
GeometryMinorRadius = 55.0
GeometryHeight = 50.0
GeometryOffset = X:0 Y:0.0 Z:50.0
AdditionalGeometry = CYLINDER
GeometryMajorRadius = 40.0
GeometryMinorRadius = 40.0
GeometryHeight = 60.0
GeometryOffset = X:0.0 Y:0.0 Z:0
GeometryIsSmall = No
Shadow = SHADOW_VOLUME
GeometryContactPoint = X:-90 Y:70 Z:0 Grab
GeometryContactPoint = X:-90 Y:-40 Z:0 Grab
GeometryContactPoint = X:-90 Y:-30 Z:10
GeometryContactPoint = X:-60 Y:-30 Z:60
GeometryContactPoint = X:-30 Y:-30 Z:10
GeometryContactPoint = X:0 Y:-30 Z:60
GeometryContactPoint = X:30 Y:-30 Z:10
GeometryContactPoint = X:60 Y:-30 Z:60
GeometryContactPoint = X:90 Y:-30 Z:10
GeometryContactPoint = X:90 Y:-40 Z:0 Grab
GeometryContactPoint = X:90 Y:70 Z:0 Grab
End
;------------------------------------------------------------------------------
;Rivendell Walkway Ramp
Object RivWalkRamp
SelectPortrait = BPRHelmsDeep
; *** ART Parameters ***
; SelectPortrait = SNReactor_L
; ButtonImage = SNReactor
;day
Draw = W3DScriptedModelDraw ModuleTag_Draw
OkToChangeModelColor = Yes
UseStandardModelNames = Yes
ExtraPublicBone = SIEGELADDER
DefaultModelConditionState
Model = RivWalkRamp
End
RampMesh1 = P1
End
PlacementViewAngle = 0
; ***DESIGN parameters ***
DisplayName = OBJECT:Prop
Side = Civilian
EditorSorting = STRUCTURE
Browser = REGION Rivendell STRUCTURE
ThreatLevel = 1.0
BuildCost = 1
BuildTime = 5.0 ; in seconds
VisionRange = 160.0 ; Shroud clearing distance
ShroudClearingRange = 160
; For Testing Purposes
; *** AUDIO Parameters ***
SoundOnDamaged = BuildingLightDamageStone
SoundOnReallyDamaged = BuildingHeavyDamageStone
; VoiceSelect = NuclearReactorSelect
; UnitSpecificSounds
; UnderConstruction = UnderConstructionLoop
; End
; *** ENGINEERING Parameters ***
RadarPriority = NOT_ON_RADAR
KindOf = STRUCTURE IMMOBILE WALK_ON_TOP_OF_WALL CHUNK_VENDOR NOT_AUTOACQUIRABLE IGNORED_IN_GUI ;SELECTABLE
Behavior = SiegeDockingBehavior ModuleTag_SiegeDocking
End
Body = ActiveBody ModuleTag_B_03
MaxHealth = 6000.0
MaxHealthDamaged = 3000
MaxHealthReallyDamaged = 1000
GrabObject = EntThrownBuildingRock
GrabFX = FX_WallGrab
GrabDamage = 490
GrabOffset = X:16 Y:0
End
ArmorSet
Conditions = None
Armor = HelmsDeepWalls
DamageFX = None
End
; Note that structures with "RUBBLE" states should not use DestroyDie; such buildings are
; never truly destroyed, even when reduced to zero health. Also note that garrisonable
; buildings automatically stick around because GarrisonContain has it's own DieModule
Behavior = KeepObjectDie ModuleTag_IWantRubble
End
; Behavior = DestroyDie ModuleTag_07
; ;nothing
; End
Behavior = AttributeModifierAuraUpdate ModuleTag_WallBonus
StartsActive = Yes ;If no, requires upgrade to turn on.
BonusName = HelmsDeepWallBonus
RefreshDelay = 2000
;Range = 120 ; Range is overridden to affect people on us since we are a wall
;TargetEnemy = Yes ; Alliances are ignored to affect people on us since we are a wall
End
; Behavior = FireWeaponWhenDeadBehavior FireDeadTag1
; DeathTypes = ALL
; StartsActive = Yes
; DeathWeapon = WallDeath
; End
Geometry = BOX
GeometryMajorRadius = 50.0
GeometryMinorRadius = 35.0
GeometryHeight = 52.0
GeometryOffset = X:0 Y:0.0 Z:0
AdditionalGeometry = CYLINDER
GeometryMajorRadius = 30.0
GeometryMinorRadius = 30.0
GeometryHeight = 50.0
GeometryOffset = X:0.0 Y:0.0 Z:0.0
GeometryIsSmall = No
Shadow = SHADOW_VOLUME
GeometryContactPoint = X:-90 Y:70 Z:0 Grab
GeometryContactPoint = X:-90 Y:-40 Z:0 Grab
GeometryContactPoint = X:-90 Y:-30 Z:10
GeometryContactPoint = X:-60 Y:-30 Z:60
GeometryContactPoint = X:-30 Y:-30 Z:10
GeometryContactPoint = X:0 Y:-30 Z:60
GeometryContactPoint = X:30 Y:-30 Z:10
GeometryContactPoint = X:60 Y:-30 Z:60
GeometryContactPoint = X:90 Y:-30 Z:10
GeometryContactPoint = X:90 Y:-40 Z:0 Grab
GeometryContactPoint = X:90 Y:70 Z:0 Grab
End
;---------------------------------------------------
;Rivendell Main House
Object RivElHouse
SelectPortrait = BPCElrondsHouse
; *** ART Parameters ***
Draw = W3DScriptedModelDraw ModuleTag_Draw
DefaultModelConditionState
Model = RivElHouse
End
;--damaged building
ModelConditionState = DAMAGED
Model = RivElHouse_D1
ParticleSysBone FireSmall01 FireBuildingLarge
ParticleSysBone FireSmall02 FireBuildingMedium
ParticleSysBone FireSmall03 FireBuildingMedium
ParticleSysBone FireSmall04 FireBuildingSmall
ParticleSysBone FireSmall05 SmokeBuildingLarge
End
AnimationState = DAMAGED
EnteringStateFX = FX_BuildingDamaged
End
ModelConditionState = REALLYDAMAGED
Model = RivElHouse_D2
ParticleSysBone FireSmall01 FireBuildingLarge
ParticleSysBone FireSmall02 FireBuildingLarge
ParticleSysBone FireSmall03 FireBuildingMedium
ParticleSysBone FireSmall04 SmokeBuildingLarge
ParticleSysBone FireSmall05 SmokeBuildingLarge
End
AnimationState = REALLYDAMAGED
Animation = RubbleAnimation
AnimationName = RivElHouse_D2.RivElHouse_D2
AnimationMode = ONCE
End
EnteringStateFX = FX_BuildingReallyDamaged
End
ModelConditionState = COLLAPSING
Model = RivElHouse_D3
End
AnimationState = COLLAPSING
Animation = RubbleAnimation
AnimationName = RivElHouse_D3.RivElHouse_D3
AnimationMode = ONCE
End
EnteringStateFX = FX_BuildingSinkSound
End
ModelConditionState = RUBBLE
Model = RivElHouse_D3
End
AnimationState = RUBBLE
Animation = RubbleAnimation
AnimationName = RivElHouse_D3.RivElHouse_D3
AnimationMode = ONCE
End
Flags = START_FRAME_LAST
End
ModelConditionState = POST_RUBBLE
Model = None
End
AnimationState = POST_RUBBLE
End
ModelConditionState = POST_COLLAPSE
Model = None
End
AnimationState = POST_COLLAPSE
End
End
; ***DESIGN parameters ***
DisplayName = OBJECT:ElrondsHouse
Side = Civilian
EditorSorting = STRUCTURE SELECTABLE
Browser = REGION Rivendell STRUCTURE
ThreatLevel = 1.0
; *** AUDIO Parameters ***
SoundOnDamaged = BuildingLightDamageStone
SoundOnReallyDamaged = BuildingHeavyDamageStone
VoiceSelect = ElfFortressSelect
; *** ENGINEERING Parameters ***
RadarPriority = STRUCTURE
KindOf = IMMOBILE STRUCTURE SELECTABLE FS_FACTORY DOZER_FACTORY COMMANDCENTER
Body = ActiveBody ModuleTag_03
MaxHealth = 10000.0
End
ArmorSet
Conditions = None
Armor = FortressArmor
;DamageFX = StructureDamageFXNoShake
End
CommandSet = CommandSetHouseOfElrond
Behavior = ProductionUpdate ProductionUpdateModuleTag
End
Behavior = KeepObjectDie ModuleTag_IWantRubble
End
Behavior = QueueProductionExitUpdate QueueProductionModuleTag
UnitCreatePoint = X:-10.0 Y:0.00 Z:0.0
NaturalRallyPoint = X:85.0 Y:-0.1480 Z:0.0
AllowAirborneCreation = Yes
ExitDelay = 50
End
AttackContactPoint = X:-28.0 Y:0.0 Z:185.0 Swoop
AttackContactPoint = X:37.0 Y:-126.0 Z:175.0 Swoop
AttackContactPoint = X:-106.0 Y:136.0 Z:156.0 Swoop
AttackContactPoint = X:38.0 Y:109.0 Z:125.0 Swoop
Geometry = BOX
GeometryMajorRadius = 116.0
GeometryMinorRadius = 94.0
GeometryHeight = 171.0
Shadow = SHADOW_VOLUME ; for demo purposes
GeometryOffset = X:-39 Y:145 Z:0
AdditionalGeometry = BOX
GeometryMajorRadius = 82.0
GeometryMinorRadius = 66.0
GeometryHeight = 198.0
GeometryOffset = X:-68 Y:-6 Z:0
AdditionalGeometry = BOX
GeometryMajorRadius = 138.0
GeometryMinorRadius = 72.0
GeometryHeight = 194.0
GeometryOffset = X:17 Y:-119 Z:0
GeometryIsSmall = no
End
;---------------------------------------------------
;Rivendell Main House
Object WOR_RivElHouse
SelectPortrait = BPCElrondsHouse
; *** ART Parameters ***
Draw = W3DScriptedModelDraw ModuleTag_Draw
DefaultModelConditionState
Model = RivElHouse
End
;-------------build up
ModelConditionState = AWAITING_CONSTRUCTION
Model = RivElHouse_A
End
AnimationState = AWAITING_CONSTRUCTION
Animation
AnimationName =RivElHouse_A.RivElHouse_A
AnimationMode = MANUAL
End
Flags = START_FRAME_FIRST
End
ModelConditionState = ACTIVELY_BEING_CONSTRUCTED
Model = RivElHouse_A
End;
AnimationState = ACTIVELY_BEING_CONSTRUCTED
Animation
AnimationName = RivElHouse_A.RivElHouse_A
AnimationMode = MANUAL
End
Flags = START_FRAME_FIRST
StateName = BeingConstructed
End
;--damaged building
ModelConditionState = DAMAGED
Model = RivElHouse_D1
ParticleSysBone FireSmall01 FireBuildingLarge
ParticleSysBone FireSmall02 FireBuildingMedium
ParticleSysBone FireSmall03 FireBuildingMedium
ParticleSysBone FireSmall04 FireBuildingSmall
ParticleSysBone FireSmall05 SmokeBuildingLarge
End
AnimationState = DAMAGED
EnteringStateFX = FX_BuildingDamaged
End
ModelConditionState = REALLYDAMAGED
Model = RivElHouse_D2
ParticleSysBone FireSmall01 FireBuildingLarge
ParticleSysBone FireSmall02 FireBuildingLarge
ParticleSysBone FireSmall03 FireBuildingMedium
ParticleSysBone FireSmall04 SmokeBuildingLarge
ParticleSysBone FireSmall05 SmokeBuildingLarge
End
AnimationState = REALLYDAMAGED
Animation = RubbleAnimation
AnimationName = RivElHouse_D2.RivElHouse_D2
AnimationMode = ONCE
End
EnteringStateFX = FX_BuildingReallyDamaged
End
ModelConditionState = COLLAPSING
Model = RivElHouse_D3
End
AnimationState = COLLAPSING
Animation = RubbleAnimation
AnimationName = RivElHouse_D3.RivElHouse_D3
AnimationMode = ONCE
End
EnteringStateFX = FX_BuildingSinkSound
End
ModelConditionState = RUBBLE
Model = RivElHouse_D3
End
AnimationState = RUBBLE
Animation = RubbleAnimation
AnimationName = RivElHouse_D3.RivElHouse_D3
AnimationMode = ONCE
End
Flags = START_FRAME_LAST
End
ModelConditionState = POST_RUBBLE
Model = None
End
AnimationState = POST_RUBBLE
End
ModelConditionState = POST_COLLAPSE
Model = None
End
AnimationState = POST_COLLAPSE
End
End
; ***DESIGN parameters ***
DisplayName = OBJECT:ElrondsHouse
Side = WOR
EditorSorting = STRUCTURE
ThreatLevel = 1.0
BuildCost = 5000
BuildTime = 120.0 ; in seconds
VisionRange = 400 ; 160.0
ShroudClearingRange = 800 ; 161
ArmorSet
Conditions = None
Armor = HouseofElrondArmor
;DamageFX = StructureDamageFXNoShake
End
CommandSet = CommandSetHouseOfElrondRebuild
HealthBoxHeightOffset = -200
; *** AUDIO Parameters ***
SoundOnDamaged = BuildingLightDamageStone
SoundOnReallyDamaged = BuildingHeavyDamageStone
VoiceSelect = ElfFortressSelect
; *** ENGINEERING Parameters ***
KindOf = VITAL_FOR_BASE_SURVIVAL PRELOAD SELECTABLE STRUCTURE IMMOBILE SCORE CASTLE_KEEP MP_COUNT_FOR_VICTORY CAN_ATTACK FS_FACTORY AUTO_RALLYPOINT DOZER_FACTORY NEVER_CULL_FOR_MP COMMANDCENTER DONT_HIDE_IF_FOGGED
RadarPriority = STRUCTURE
KeepSelectableWhenDead = Yes
//Commandset upgrades based on faction. This is so the building will produce the proper units when necessary
Behavior = CommandSetUpgrade ModuleTag_CommandSetMen
TriggeredBy = Upgrade_MenFaction
CommandSet = MenMonumentFortressRebuildCommandSet
End
Behavior = CommandSetUpgrade ModuleTag_CommandSetElven
TriggeredBy = Upgrade_ElfFaction
CommandSet = ElvenMonumentFortressRebuildCommandSet
End
Behavior = CommandSetUpgrade ModuleTag_CommandSetDwarven
TriggeredBy = Upgrade_DwarfFaction
CommandSet = DwarvenMonumentFortressRebuildCommandSet
End
Behavior = CommandSetUpgrade ModuleTag_CommandSetMordor
TriggeredBy = Upgrade_MordorFaction
CommandSet = MordorMonumentFortressRebuildCommandSet
End
Behavior = CommandSetUpgrade ModuleTag_CommandSetIsengard
TriggeredBy = Upgrade_IsengardFaction
CommandSet = IsengardMonumentFortressRebuildCommandSet
End
Behavior = CommandSetUpgrade ModuleTag_CommandSetWild
TriggeredBy = Upgrade_WildFaction
CommandSet = WildMonumentFortressRebuildCommandSet
End
//End Commandset upgrades
Behavior = ProductionUpdate ProductionUpdateModuleTag
End
Behavior = QueueProductionExitUpdate QueueProductionModuleTag
UnitCreatePoint = X:-10.0 Y:0.00 Z:0.0
NaturalRallyPoint = X:85.0 Y:-0.1480 Z:0.0
ExitDelay = 50
AllowAirborneCreation = Yes
End
Behavior = GettingBuiltBehavior GetBuiltBehaviorTag
SelfBuildingLoop = BuildingConstructionLoop ; Only played if we DON'T spawn a worker
SelfRepairFromDamageLoop = NoSound ; This doesn't cause an animation, so don't bother playing a sound
SelfRepairFromRubbleLoop = BuildingConstructionLoop
SpawnTimer = -1.0 ; Negative means no 'autoheal'
RebuildTimeSeconds = 120
End
Body = ActiveBody ModuleTag_02
MaxHealth = MONUMENT_FORTRESS_HEALTH
MaxHealthDamaged = MONUMENT_FORTRESS_HEALTH_DAMAGED
MaxHealthReallyDamaged = MONUMENT_FORTRESS_HEALT_REALLY_DAMAGED
End
Behavior = KeepObjectDie ModuleTag_IWantRubble
End
//Money Maker
Behavior = AutoDepositUpdate AutoDepositModuleTag
DepositTiming = GENERIC_KEEP_MONEY_TIME
DepositAmount = GENERIC_KEEP_MONEY_AMOUNT
InitialCaptureBonus = 0 // no initial bonus
End
Behavior = TerrainResourceBehavior ModuleTag_NewMoneyDeadSpot
Radius = GENERIC_KEEP_MONEY_RANGE ; How far we try to claim ground
MaxIncome = 0 ; If we were to get all we wanted, how much we would earn. Linear slope to 0 at 0% claim
IncomeInterval = 999999 ; How often (in msec) we give that much money
HighPriority = Yes ; A high priority claim gets to pretend it was there first.
End
Behavior = CitadelSlaughterHordeContain ModuleTag_SlaughterMe
PassengerFilter = GENERIC_FACTION_SLAUGHTERABLE
ObjectStatusOfContained = UNSELECTABLE ENCLOSED
CashBackPercent = 200%
ContainMax = 99 ; give it a huge capacity, just in case player sends his whole army in at once
AllowEnemiesInside = No
AllowAlliesInside = No
AllowNeutralInside = No
AllowOwnPlayerInsideOverride = Yes
EnterSound = MordorSlaughterhouseEnterSound
EntryOffset = X:85.0 Y:-10.0 Z:0.0
EntryPosition = X:0.0 Y:.0 Z:0.0
ExitOffset = X:115.0 Y:-10.0 Z:0.0
StatusForRingEntry = HOLDING_THE_RING
UpgradeForRingEntry = Upgrade_RingHero Upgrade_FortressRingHero
ObjectToDestroyForRingEntry = NONE +TheDroppedRing
FXForRingEntry = FX_OneRingFlare
End
#include "..\FortressRingFunc.inc"
AttackContactPoint = X:-28.0 Y:0.0 Z:185.0 Swoop
AttackContactPoint = X:37.0 Y:-126.0 Z:175.0 Swoop
AttackContactPoint = X:-106.0 Y:136.0 Z:156.0 Swoop
AttackContactPoint = X:38.0 Y:109.0 Z:125.0 Swoop
Geometry = BOX
GeometryMajorRadius = 116.0
GeometryMinorRadius = 94.0
GeometryHeight = 171.0
Shadow = SHADOW_VOLUME ; for demo purposes
GeometryOffset = X:-39 Y:145 Z:0
AdditionalGeometry = BOX
GeometryMajorRadius = 82.0
GeometryMinorRadius = 66.0
GeometryHeight = 198.0
GeometryOffset = X:-68 Y:-6 Z:0
AdditionalGeometry = BOX
GeometryMajorRadius = 138.0
GeometryMinorRadius = 72.0
GeometryHeight = 194.0
GeometryOffset = X:17 Y:-119 Z:0
GeometryIsSmall = no
End
;---------------------------------------------------
;Rivendell Gazebo
Object RivGazebo
; *** ART Parameters ***
Draw = W3DScriptedModelDraw ModuleTag_Draw
DefaultModelConditionState
Model = RivGazebo
End
End
; ***DESIGN parameters ***
DisplayName = OBJECT:Prop
Side = Civilian
EditorSorting = STRUCTURE
Browser = REGION Rivendell STRUCTURE
ThreatLevel = 1.0
; *** AUDIO Parameters ***
SoundOnDamaged = BuildingLightDamageStone
SoundOnReallyDamaged = BuildingHeavyDamageStone
; *** ENGINEERING Parameters ***
KindOf = IMMOBILE UNATTACKABLE STRUCTURE ;IGNORED_IN_GUI
Body = ActiveBody ModuleTag_03
MaxHealth = 99999.0
End
Geometry = BOX
GeometryMajorRadius = 32.0
GeometryMinorRadius = 20.0
GeometryHeight = 75.0
Shadow = SHADOW_VOLUME ; for demo purposes
GeometryIsSmall = No
End
;---------------------------------------------------
;Rivendell Gazebo
ObjectReskin RivGazebo_S RivGazebo
; *** ART Parameters ***
Draw = W3DScriptedModelDraw ModuleTag_Draw
DefaultModelConditionState
Model = RivGazebo_S
End
End
End
;---------------------------------------------------
;Rivendell CBTower
Object RivCBTower
; *** ART Parameters ***
Draw = W3DScriptedModelDraw ModuleTag_Draw
DefaultModelConditionState
Model = RivCBTower
End
;--damaged building
ModelConditionState = DAMAGED
Model = RivCBTower
Texture = RivBuilding1.tga RivBuilding1_D1.tga
ParticleSysBone FireSmall01 FireBuildingLarge
ParticleSysBone FireSmall02 FireBuildingMedium
ParticleSysBone FireSmall03 FireBuildingMedium
ParticleSysBone FireSmall04 FireBuildingSmall
ParticleSysBone FireSmall05 SmokeBuildingLarge
End
AnimationState = DAMAGED
EnteringStateFX = FX_BuildingDamaged
End
ModelConditionState = REALLYDAMAGED
Model = RivCBTower
Texture = RivBuilding1.tga RivBuilding1_D1.tga
ParticleSysBone FireSmall01 FireBuildingLarge
ParticleSysBone FireSmall02 FireBuildingLarge
ParticleSysBone FireSmall03 FireBuildingMedium
ParticleSysBone FireSmall04 SmokeBuildingLarge
ParticleSysBone FireSmall05 SmokeBuildingLarge
End
AnimationState = REALLYDAMAGED
EnteringStateFX = FX_BuildingReallyDamaged
End
ModelConditionState = RUBBLE
Model = RivCBTower
Texture = RivBuilding1.tga RivBuilding1_D1.tga
ParticleSysBone SmokeLarge01 SmokeBuildingLarge
End
AnimationState = RUBBLE
EnteringStateFX = FX_BuildingReallyDamaged
End
End
; ***DESIGN parameters ***
DisplayName = OBJECT:ElrondsHouse
Side = Civilian
EditorSorting = STRUCTURE
Browser = REGION Rivendell STRUCTURE
ThreatLevel = 1.0
; *** AUDIO Parameters ***
SoundOnDamaged = BuildingLightDamageStone
SoundOnReallyDamaged = BuildingHeavyDamageStone
; *** ENGINEERING Parameters ***
KindOf = IMMOBILE STRUCTURE ;IGNORED_IN_GUI SELECTABLE
Body = ActiveBody ModuleTag_03
MaxHealth = 2000.0
End
Geometry = BOX
GeometryMajorRadius = 26.0
GeometryMinorRadius = 75.0
GeometryHeight = 75.0
Shadow = SHADOW_VOLUME ; for demo purposes
GeometryIsSmall = Yes
End
;---------------------------------------------------
;Rivendell GTower
Object RivGTower
; *** ART Parameters ***
Draw = W3DScriptedModelDraw ModuleTag_Draw
DefaultModelConditionState
Model = RivGTower
End
End
; ***DESIGN parameters ***
DisplayName = OBJECT:Prop
Side = Civilian
EditorSorting = STRUCTURE
Browser = REGION Rivendell STRUCTURE
ThreatLevel = 1.0
; *** AUDIO Parameters ***
SoundOnDamaged = BuildingLightDamageStone
SoundOnReallyDamaged = BuildingHeavyDamageStone
; *** ENGINEERING Parameters ***
KindOf = IMMOBILE UNATTACKABLE IGNORED_IN_GUI
Body = ActiveBody ModuleTag_03
MaxHealth = 2000.0
End
Geometry = BOX
GeometryMajorRadius = 26.0
GeometryMinorRadius = 26.0
GeometryHeight = 100.0
Shadow = SHADOW_VOLUME ; for demo purposes
GeometryIsSmall = Yes
End
;---------------------------------------------------
;Rivendell GTower
ObjectReskin RivGTower_Snow RivGTower
; *** ART Parameters ***
Draw = W3DScriptedModelDraw ModuleTag_Draw
DefaultModelConditionState
Model = RivGTower_S
End
End
End
;---------------------------------------------------
;Rivendell OPWall
Object RivOPWall1
; *** ART Parameters ***
Draw = W3DScriptedModelDraw ModuleTag_Draw
DefaultModelConditionState
Model = RivOPWall1
End
End
; ***DESIGN parameters ***
DisplayName = OBJECT:Prop
Side = Civilian
EditorSorting = STRUCTURE
Browser = REGION Rivendell STRUCTURE
ThreatLevel = 1.0
; *** AUDIO Parameters ***
SoundOnDamaged = BuildingLightDamageStone
SoundOnReallyDamaged = BuildingHeavyDamageStone
; *** ENGINEERING Parameters ***
KindOf = IMMOBILE UNATTACKABLE IGNORED_IN_GUI
Body = ActiveBody ModuleTag_03
MaxHealth = 9000.0
End
Geometry = BOX
GeometryMajorRadius = 3.0
GeometryMinorRadius = 80.0
GeometryHeight = 32.0
Shadow = SHADOW_VOLUME ; for demo purposes
GeometryIsSmall = Yes
End
;---------------------------------------------------
;Rivendell OPWall
Object RivOPWall2
; *** ART Parameters ***
Draw = W3DScriptedModelDraw ModuleTag_Draw
DefaultModelConditionState
Model = RivOPWall2
End
End
; ***DESIGN parameters ***
DisplayName = OBJECT:Prop
Side = Civilian
EditorSorting = STRUCTURE
Browser = REGION Rivendell STRUCTURE
ThreatLevel = 1.0
; *** AUDIO Parameters ***
SoundOnDamaged = BuildingLightDamageStone
SoundOnReallyDamaged = BuildingHeavyDamageStone
; *** ENGINEERING Parameters ***
KindOf = IMMOBILE UNATTACKABLE IGNORED_IN_GUI
Body = ActiveBody ModuleTag_03
MaxHealth = 9000.0
End
Geometry = BOX
GeometryMajorRadius = 3.0
GeometryMinorRadius = 60.0
GeometryHeight = 32.0
Shadow = SHADOW_VOLUME ; for demo purposes
GeometryIsSmall = Yes
End
;---------------------------------------------------
;Rivendell OPWall
Object RivOPWall3
; *** ART Parameters ***
Draw = W3DScriptedModelDraw ModuleTag_Draw
DefaultModelConditionState
Model = RivOPWall3
End
End
; ***DESIGN parameters ***
DisplayName = OBJECT:Prop
Side = Civilian
EditorSorting = STRUCTURE
Browser = REGION Rivendell STRUCTURE
ThreatLevel = 1.0
; *** AUDIO Parameters ***
SoundOnDamaged = BuildingLightDamageStone
SoundOnReallyDamaged = BuildingHeavyDamageStone
; *** ENGINEERING Parameters ***
KindOf = IMMOBILE UNATTACKABLE IGNORED_IN_GUI
Body = ActiveBody ModuleTag_03
MaxHealth = 9000.0
End
Geometry = BOX
GeometryMajorRadius = 3.0
GeometryMinorRadius = 80.0
GeometryHeight = 32.0
Shadow = SHADOW_VOLUME ; for demo purposes
GeometryIsSmall = Yes
End
;---------------------------------------------------
;Rivendell OPWall
ObjectReskin RivOPWall3_Snow RivOPWall3
; *** ART Parameters ***
Draw = W3DScriptedModelDraw ModuleTag_Draw
DefaultModelConditionState
Model = RivOPWall3_S
End
End
End
;---------------------------------------------------
;Rivendell OPWall
Object RivOPWall4
; *** ART Parameters ***
Draw = W3DScriptedModelDraw ModuleTag_Draw
DefaultModelConditionState
Model = RivOPWall4
End
End
; ***DESIGN parameters ***
DisplayName = OBJECT:Prop
Side = Civilian
EditorSorting = STRUCTURE
Browser = REGION Rivendell STRUCTURE
ThreatLevel = 1.0
; *** AUDIO Parameters ***
SoundOnDamaged = BuildingLightDamageStone
SoundOnReallyDamaged = BuildingHeavyDamageStone
; *** ENGINEERING Parameters ***
KindOf = IMMOBILE UNATTACKABLE IGNORED_IN_GUI
Body = ActiveBody ModuleTag_03
MaxHealth = 9000.0
End
Geometry = BOX
GeometryMajorRadius = 3.0
GeometryMinorRadius = 60.0
GeometryHeight = 32.0
Shadow = SHADOW_VOLUME ; for demo purposes
GeometryIsSmall = Yes
End
;---------------------------------------------------
;Rivendell RHall
Object RivRHall
; *** ART Parameters ***
Draw = W3DScriptedModelDraw ModuleTag_Draw
DefaultModelConditionState
Model = RivRHall
End
End
; ***DESIGN parameters ***
DisplayName = OBJECT:Prop
Side = Civilian
EditorSorting = STRUCTURE
Browser = REGION Rivendell STRUCTURE
ThreatLevel = 1.0
; *** AUDIO Parameters ***
SoundOnDamaged = BuildingLightDamageStone
SoundOnReallyDamaged = BuildingHeavyDamageStone
; *** ENGINEERING Parameters ***
KindOf = IMMOBILE UNATTACKABLE IGNORED_IN_GUI
Body = ActiveBody ModuleTag_03
MaxHealth = 9000.0
End
Geometry = BOX
GeometryMajorRadius = 50.0
GeometryMinorRadius = 110.0
GeometryHeight = 100.0
Shadow = SHADOW_VOLUME ; for demo purposes
GeometryIsSmall = Yes
End
;---------------------------------------------------
;Rivendell RTower
Object RivRTower
SelectPortrait = BPCRivendallBattleTower
; *** ART Parameters ***
Draw = W3DScriptedModelDraw ModuleTag_Draw
ExtraPublicBone = ARROW_01
ExtraPublicBone = ARROW_02
ExtraPublicBone = ARROW_03
ExtraPublicBone = ARROW_04
ExtraPublicBone = ARROW_05
ExtraPublicBone = ARROW_06
ExtraPublicBone = ARROW_07
ExtraPublicBone = ARROW_08
ExtraPublicBone = ARROW_09
ExtraPublicBone = ARROW_10
ExtraPublicBone = ARROW_11
ExtraPublicBone = ARROW_12
DefaultModelConditionState
Model = RivRTower
WeaponLaunchBone = PRIMARY ARROW_
End
;--damaged building
ModelConditionState = DAMAGED
Model = RivRTower_D1
ParticleSysBone FireSmall01 FireBuildingLarge
ParticleSysBone FireSmall02 FireBuildingMedium
ParticleSysBone FireSmall03 FireBuildingMedium
ParticleSysBone FireSmall04 FireBuildingSmall
ParticleSysBone FireSmall05 SmokeBuildingLarge
End
AnimationState = DAMAGED
EnteringStateFX = FX_BuildingDamaged
End
ModelConditionState = REALLYDAMAGED
Model = RivRTower_D2
ParticleSysBone FireSmall01 FireBuildingLarge
ParticleSysBone FireSmall02 FireBuildingLarge
ParticleSysBone FireSmall03 FireBuildingMedium
ParticleSysBone FireSmall04 SmokeBuildingLarge
ParticleSysBone FireSmall05 SmokeBuildingLarge
End
AnimationState = REALLYDAMAGED
Animation = RubbleAnimation
AnimationName = RivRTower_D2.RivRTower_D2
AnimationMode = ONCE
End
EnteringStateFX = FX_BuildingReallyDamaged
End
ModelConditionState = RUBBLE
Model = RivRTower_D3
ParticleSysBone SmokeLarge01 SmokeBuildingLarge
End
AnimationState = RUBBLE
Animation = RubbleAnimation
AnimationName = RivRTower_D3.RivRTower_D3
AnimationMode = ONCE
End
EnteringStateFX = FX_BuildingReallyDamaged
End
ModelConditionState = POST_RUBBLE
Model = None
ParticleSysBone NONE SmokeBuildingMediumRubble
End
ModelConditionState = POST_COLLAPSE
Model = None
ParticleSysBone NONE SmokeBuildingMediumRubble
End
End
// ***DESIGN parameters ***
DisplayName = OBJECT:RivendellBattleTower
Side = Civilian
EditorSorting = STRUCTURE
Browser = REGION Rivendell STRUCTURE
ThreatLevel = 1.0
CommandSet = NeutralBattleTowerCommandSet
VisionRange = VISION_BASE_DEFENSE
ShroudClearingRange = SHROUD_CLEAR_BASE_DEFENSE
BountyValue = GONDOR_KEEP_BOUNTY_VALUE
ArmorSet
Conditions = None
Armor = StructureArmor
End
; *** AUDIO Parameters ***
SoundOnDamaged = BuildingLightDamageStone
SoundOnReallyDamaged = BuildingHeavyDamageStone
; *** ENGINEERING Parameters ***
RadarPriority = STRUCTURE
//KindOf = PRELOAD STRUCTURE SELECTABLE IMMOBILE SCORE GARRISON CAN_ATTACK
KindOf = PRELOAD STRUCTURE SELECTABLE IMMOBILE SCORE NEED_BASE_FOUNDATION GARRISON CAN_ATTACK GARRISONABLE_UNTIL_DESTROYED MADE_OF_STONE CHUNK_VENDOR ALWAYS_SHOW_HOUSE_COLOR GARRISONABLE_UNTIL_DESTROYED IGNORE_FOR_VICTORY
Body = StructureBody ModuleTag_03
MaxHealth = 2000.0
MaxHealthDamaged = 1000.0
MaxHealthReallyDamaged = 500.0
End
Behavior = HordeGarrisonContain ModuleTag_hordeGarrison
ObjectStatusOfContained = UNSELECTABLE CAN_ATTACK ENCLOSED
ContainMax = 1
DamagePercentToUnits = 0%
PassengerFilter = ANY +INFANTRY +BANNER -CAVALRY -SUMMONED -WildSpiderling -WildSpiderlingHorde -COMBO_HORDE
AllowEnemiesInside = No
AllowNeutralInside = Yes ; Cause this structure is normally neutral.
AllowOwnPlayerInsideOverride = Yes
NumberOfExitPaths = 1 ; Defaults to 1. Set 0 to not use ExitStart/ExitEnd, set higher than 1 to use ExitStart01-nn/ExitEnd01-nn
PassengerBonePrefix = PassengerBone:ARROW_ KindOf:INFANTRY
EntryPosition = X:0.0 Y:0.0 Z:0.0
EntryOffset = X:0.0 Y:-55.0 Z:0.0
ExitOffset = X:0.0 Y:-55.0 Z:0.0
EnterSound = RuinedTowerEnterSound
ShowPips = No
End
Behavior = StructureCollapseUpdate ModuleTag_06
MinCollapseDelay = 000
MaxCollapseDelay = 000
CollapseDamping = .5
MaxShudder = 0.6
MinBurstDelay = 250
MaxBurstDelay = 800
BigBurstFrequency = 4
FXList = INITIAL FX_StructureMediumCollapse
FXList = ALMOST_FINAL FX_StructureAlmostCollapse
;DestroyObjectWhenDone = Yes
CollapseHeight = 150
End
GeometryIsSmall = No
Geometry = BOX
GeometryMajorRadius = 35.0
GeometryMinorRadius = 20.0
GeometryHeight = 80.0
GeometryOffset = X:0 Y:10 Z:0
AdditionalGeometry = BOX
GeometryMajorRadius = 20.0
GeometryMinorRadius = 35.0
GeometryHeight = 80.0
GeometryOffset = X:0 Y:10 Z:0
Shadow = SHADOW_VOLUME ; for demo purposes
End
;---------------------------------------------------
;Rivendell RTower
ObjectReskin RivRTower_Snow RivRTower
; *** ART Parameters ***
Draw = W3DScriptedModelDraw ModuleTag_Draw
DefaultModelConditionState
Model = RivRTower_Snow
End
End
End
;---------------------------------------------------
;Rivendell Bridge
Object RivBridge
; *** ART Parameters ***
Draw = W3DScriptedModelDraw ModuleTag_Draw
WallBoundsMesh = P1
RampMesh1 = P2
RampMesh2 = P3
DefaultModelConditionState
Model = RivBridge
End
End
; ***DESIGN parameters ***
DisplayName = OBJECT:Prop
Side = Civilian
EditorSorting = STRUCTURE
Browser = REGION Rivendell STRUCTURE
ThreatLevel = 1.0
; *** AUDIO Parameters ***
SoundOnDamaged = BuildingLightDamageStone
SoundOnReallyDamaged = BuildingHeavyDamageStone
; *** ENGINEERING Parameters ***
KindOf = IMMOBILE UNATTACKABLE WALK_ON_TOP_OF_WALL STRUCTURE IGNORED_IN_GUI
Body = ActiveBody ModuleTag_03
MaxHealth = 99999.0
End
Geometry = BOX
GeometryMajorRadius = 120.0
GeometryMinorRadius = 235.0
GeometryHeight = 100.0
Shadow = SHADOW_VOLUME ; for demo purposes
GeometryIsSmall = No
End
;---------------------------------------------------
;Rivendell Bell Tower
Object RivBellTower
; *** ART Parameters ***
Draw = W3DScriptedModelDraw ModuleTag_Draw
DefaultModelConditionState
Model = RivBTower
End
;--damaged building
ModelConditionState = DAMAGED
Model = RivBTower_D1
ParticleSysBone FireSmall01 FireBuildingLarge
ParticleSysBone FireSmall02 FireBuildingMedium
ParticleSysBone FireSmall03 FireBuildingMedium
ParticleSysBone FireSmall04 SmokeBuildingLarge
ParticleSysBone FireSmall05 FireBuildingMedium
End
AnimationState = DAMAGED
EnteringStateFX = FX_BuildingDamaged
End
ModelConditionState = REALLYDAMAGED
Model = RivBTower_D2
ParticleSysBone FireSmall01 FireBuildingLarge
ParticleSysBone FireSmall02 FireBuildingLarge
ParticleSysBone FireSmall03 FireBuildingMedium
ParticleSysBone FireSmall04 SmokeBuildingLarge
ParticleSysBone FireSmall05 FireBuildingMedium
End
AnimationState = REALLYDAMAGED
EnteringStateFX = FX_BuildingDamaged
Animation = RubbleAnimation
AnimationName = RivBTower_D2.RivBTower_D2
AnimationMode = ONCE
End
End
ModelConditionState = RUBBLE
Model = RivBTower_D3
ParticleSysBone SmokeLarge01 SmokeBuildingLarge
End
AnimationState = RUBBLE
Animation = RubbleAnimation
AnimationName = RivBTower_D3.RivBTower_D3
AnimationMode = ONCE
End
EnteringStateFX = FX_BuildingSinkSound
End
ModelConditionState = POST_RUBBLE
Model = None
ParticleSysBone NONE SmokeBuildingMediumRubble
End
ModelConditionState = POST_COLLAPSE
Model = None
ParticleSysBone NONE SmokeBuildingMediumRubble
End
End
; ***DESIGN parameters ***
DisplayName = OBJECT:Prop
Side = Civilian
EditorSorting = STRUCTURE
Browser = REGION Rivendell STRUCTURE
ThreatLevel = 1.0
VisionRange = VISION_BASE_DEFENSE
ShroudClearingRange = SHROUD_CLEAR_BASE_DEFENSE
ArmorSet
Conditions = None
Armor = StructureArmor
End
WeaponSet
Weapon = PRIMARY GoodStructureBow
AutoChooseSources = PRIMARY FROM_PLAYER FROM_SCRIPT FROM_AI
End
; *** AUDIO Parameters ***
SoundOnDamaged = BuildingLightDamageStone
SoundOnReallyDamaged = BuildingHeavyDamageStone
; *** ENGINEERING Parameters ***
KindOf = PRELOAD STRUCTURE SELECTABLE IMMOBILE SCORE NEED_BASE_FOUNDATION CAN_ATTACK FS_BASE_DEFENSE
//KindOf = IMMOBILE STRUCTURE IGNORED_IN_GUI ;SELECTABLE
Body = StructureBody ModuleTag_03
MaxHealth = 9000.0
MaxHealthDamaged = 4500.0
MaxHealthReallyDamaged = 2250.0
End
Behavior = StructureCollapseUpdate ModuleTag_StructureCollapseUpdate
MinCollapseDelay = 000
MaxCollapseDelay = 000
CollapseDamping = .5
MaxShudder = 0.6
MinBurstDelay = 250
MaxBurstDelay = 800
BigBurstFrequency = 4
FXList = INITIAL FX_StructureMediumCollapseNoSound
FXList = ALMOST_FINAL FX_StructureAlmostCollapse
DestroyObjectWhenDone = Yes
CollapseHeight = 89
End
Behavior = AIUpdateInterface ModuleTag_SoWeCanUseWeapon
AutoAcquireEnemiesWhenIdle = Yes
MoodAttackCheckRate = 250
End
Geometry = BOX
GeometryMajorRadius = 26.0
GeometryMinorRadius = 26.0
GeometryHeight = 200.0
Shadow = SHADOW_VOLUME ; for demo purposes
GeometryIsSmall = No
End
;---------------------------------------------------
;Rivendell Bell Tower
ObjectReskin RivBellTower_Snow RivBellTower
; *** ART Parameters ***
Draw = W3DScriptedModelDraw ModuleTag_Draw
DefaultModelConditionState
Model = RivBTower_S
End
End
End