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Text File  |  2006-01-31  |  15KB  |  436 lines

  1. ;------------------------------------------------------------------------------
  2. ;Mordor Haradrim Palace
  3. Object MordorHaradrimPalace
  4.  
  5.     SelectPortrait = BPMHaradrimPalace
  6.  
  7.   ; *** ART Parameters ***
  8.   Draw = W3DScriptedModelDraw ModuleTag_Draw
  9.     OkToChangeModelColor  = Yes
  10.     UseStandardModelNames = Yes
  11.     StaticModelLODMode = yes ; Will append M or L to the skin name depending on GameLOD  
  12.     
  13.         ExtraPublicBone = ARROW_01
  14.         ExtraPublicBone = ARROW_02
  15.         ExtraPublicBone = ARROW_03
  16.         ExtraPublicBone = ARROW_04
  17.         ExtraPublicBone = ARROW_05
  18.         ExtraPublicBone = ARROW_06
  19.         ExtraPublicBone = ARROW_07
  20.         ExtraPublicBone = ARROW_08
  21.     
  22.         DefaultModelConditionState
  23.             Model = MBHrdPlc_SKN
  24.             WeaponLaunchBone = PRIMARY ARROW_ 
  25.         End
  26.  
  27. ; V1 V2A Banner_Harad01    Lance MUHaraLncr 
  28.  
  29.     ;//    Animation state for build placement cursor
  30.     AnimationState = BUILD_PLACEMENT_CURSOR
  31.         BeginScript
  32.                CurDrawableHideSubObject("N_Window")
  33.             CurDrawableHideSubObject("N_Fire")
  34.                CurDrawableHideSubObject("V1")
  35.             CurDrawableHideSubObject("V2A")
  36.             CurDrawableHideSubObject("Banner_Harad01")
  37.             CurDrawableHideSubObject("Lance")
  38.             CurDrawableHideSubObject("MUHaraLncr")
  39.         EndScript
  40.     End
  41.     
  42.     ;//    Animation state for phantom structure
  43.     AnimationState = PHANTOM_STRUCTURE
  44.         BeginScript
  45.                CurDrawableHideSubObject("N_Window")
  46.             CurDrawableHideSubObject("N_Fire")
  47.                CurDrawableHideSubObject("V1")
  48.             CurDrawableHideSubObject("V2A")
  49.             CurDrawableHideSubObject("Banner_Harad01")
  50.             CurDrawableHideSubObject("Lance")
  51.             CurDrawableHideSubObject("MUHaraLncr")
  52.         EndScript
  53.     End
  54.     
  55.     IdleAnimationState
  56.         StateName                    =   STATE_Idle
  57.         Animation = IdleA
  58.             AnimationName            =    MBHrdPlc_SKL.MBHrdPlc_IDLA
  59.             AnimationMode        =    ONCE 
  60.         End
  61.         Animation = IdleB
  62.             AnimationName            =    MBHrdPlc_SKL.MBHrdPlc_IDLB
  63.             AnimationMode        =    ONCE 
  64.         End
  65.         Animation = IdleC
  66.             AnimationName            =    MBHrdPlc_SKL.MBHrdPlc_IDLC
  67.             AnimationMode        =    ONCE 
  68.         End
  69.         Flags               = RESTART_ANIM_WHEN_COMPLETE 
  70.     End
  71.     
  72.     ;------------ New Build Up States coming soon. 
  73.        ModelConditionState = SNOW AWAITING_CONSTRUCTION
  74.         Model            = MBHrdPlc_A
  75.         Texture            = MBHrdPlc.TGA MBHrdPlc_snow.tga
  76.         Texture            = Haradrim_Banr.TGA Haradrim_Banr_snow.tga
  77.     End   
  78.     ModelConditionState   = AWAITING_CONSTRUCTION 
  79.       Model               = MBHrdPlc_A
  80. ;        ParticleSysBone      = NONE BuildingDoughnutCloud
  81.     End;
  82.     AnimationState        = AWAITING_CONSTRUCTION
  83.       Animation           =  MBHrdPlc_A
  84.         AnimationName     =  MBHrdPlc_ASKL.MBHrdPlc_ABLD
  85.         AnimationMode     = MANUAL
  86.         AnimationBlendTime = 0
  87.       End
  88.       Flags                  = START_FRAME_FIRST
  89.       ;BeginScript
  90.       ;    CurDrawablePlaySound("GondorBarracksBeginConstruction")
  91.       ;EndScript
  92.     End
  93.  
  94.     ModelConditionState = SNOW ACTIVELY_BEING_CONSTRUCTED PARTIALLY_CONSTRUCTED
  95.         Model            = MBHrdPlc_A
  96.         Texture            = MBHrdPlc.TGA MBHrdPlc_snow.tga
  97.         Texture            = Haradrim_Banr.TGA Haradrim_Banr_snow.tga
  98.     End   
  99.     ModelConditionState   = ACTIVELY_BEING_CONSTRUCTED PARTIALLY_CONSTRUCTED
  100.       Model               = MBHrdPlc_A
  101.         ParticleSysBone   = CONSTDUSTBONE01 BuildingContructDust FollowBone:Yes
  102.     End
  103.     AnimationState        = ACTIVELY_BEING_CONSTRUCTED PARTIALLY_CONSTRUCTED
  104.         Animation           = MBHrdPlc_A
  105.             AnimationName     = MBHrdPlc_ASKL.MBHrdPlc_ABLD
  106.             AnimationMode     = MANUAL
  107.             AnimationBlendTime = 0
  108.         End
  109.         Flags                  = START_FRAME_FIRST
  110.         StateName              = BeingConstructed
  111.         BeginScript
  112.             CurDrawablePlaySound("GondorBarracksBeginConstruction")
  113.         EndScript
  114.     End
  115.     
  116.     
  117.         ;--damaged building
  118.    
  119.     ModelConditionState  = DAMAGED
  120.       Model         = MBHrdPlc_D1 
  121.          ParticleSysBone FireSmall01 FireBuildingMedium
  122.         ParticleSysBone FireSmall02 FireBuildingMedium
  123.         ParticleSysBone FireSmall03 FireBuildingLarge
  124.         ParticleSysBone FireSmall04 SmokeBuildingMedium
  125.         ParticleSysBone FireSmall05 SmokeBuildingMedium
  126.         WeaponLaunchBone = PRIMARY ARROW_
  127.     End
  128.     AnimationState = DAMAGED
  129.         EnteringStateFX    = FX_BuildingDamaged
  130.     End
  131.  
  132.     ModelConditionState  = REALLYDAMAGED
  133.       Model         = MBHrdPlc_D2  
  134.         ParticleSysBone FireSmall01 FireBuildingMedium
  135.         ParticleSysBone FireSmall02 FireBuildingMedium
  136.         ParticleSysBone FireSmall03 FireBuildingLarge
  137.         ParticleSysBone FireSmall04 SmokeBuildingLarge
  138.         ParticleSysBone FireSmall05 FireBuildingLarge
  139.         WeaponLaunchBone = PRIMARY ARROW_
  140.     End
  141.     AnimationState = REALLYDAMAGED
  142.         Animation                =    RubbleAnimation
  143.             AnimationName        =    MBHrdPlc_D2SL.MBHrdPlc_D2AN
  144.             AnimationMode        =    ONCE
  145.           End
  146.         EnteringStateFX    = FX_BuildingDamaged
  147.     End
  148.  
  149.     ModelConditionState  = RUBBLE
  150.       Model         = MBHrdPlc_D3  
  151.       ParticleSysBone SmokeLarge01 SmokeBuildingLarge
  152.       WeaponLaunchBone = PRIMARY ARROW_
  153.     End
  154.     
  155.     AnimationState = RUBBLE
  156.       Animation                =    RubbleAnimation
  157.             AnimationName        =    MBHrdPlc_D3SK.MBHrdPlc_D3AN
  158.             AnimationMode        =    ONCE
  159.         End
  160.         EnteringStateFX    = FX_StructureMediumCollapse
  161.     End
  162.  
  163.     ModelConditionState  = POST_RUBBLE
  164.         Model         = None
  165.         ParticleSysBone NONE SmokeBuildingMediumRubble
  166.     End
  167.  
  168.     ModelConditionState  = POST_COLLAPSE
  169.          Model         = None
  170.         ParticleSysBone NONE SmokeBuildingMediumRubble
  171.     End
  172.  
  173.     ModelConditionState = SNOW 
  174.         Model            = MBHrdPlc_SKN
  175.         Texture            = MBHrdPlc.TGA MBHrdPlc_snow.tga
  176.         Texture            = Haradrim_Banr.TGA Haradrim_Banr_snow.tga
  177.         WeaponLaunchBone = PRIMARY ARROW_
  178.     End   
  179.         
  180.   End
  181.   
  182.     Draw = W3DFloorDraw DrawFloorV1    
  183.         StaticModelLODMode = Yes        ; THIS NEEDS TO BE COMMENTED OUT WHEN ENGINEERING ENABLES LOD'S IN THE FLOOR DRAW
  184.         ModelName = MBHrdPlc_Bib
  185.         WeatherTexture        = SNOWY MBHrdPlcBib_snow.tga
  186.           HideIfModelConditions    =    AWAITING_CONSTRUCTION
  187.           HideIfModelConditions    =    PARTIALLY_CONSTRUCTED
  188.     End
  189.     Draw = W3DFloorDraw DrawFloorV2    
  190.         ModelName = MBHrdPlc_V1
  191.         WeatherTexture        = SNOWY MBHrdPlcBib_V1_snow.tga
  192.         StartHidden = Yes
  193.           HideIfModelConditions    =    AWAITING_CONSTRUCTION
  194.           HideIfModelConditions    =    PARTIALLY_CONSTRUCTED
  195.     End
  196.  
  197.  
  198.   Draw = W3DScriptedModelDraw ModuleTag_Draw_HCBanner
  199.     OkToChangeModelColor  = Yes
  200.     DefaultModelConditionState
  201.         Model = MBHCHrdPlc
  202.     End
  203.     MultiPlayerOnly = Yes 
  204.   End 
  205.   
  206.   
  207.   PlacementViewAngle  = -50
  208.  
  209.   ; ***DESIGN parameters ***
  210.   DisplayName         = OBJECT:MordorHaradrimPalace
  211.   Description           = OBJECT:MordorHaradrimPalaceDescription
  212.   Side                = Mordor
  213.   EditorSorting       = STRUCTURE
  214.   ThreatLevel = 1.0
  215.  
  216.   BuildCost           = MORDOR_HARADRIMPALACE_BUILDCOST
  217.   BuildTime           = MORDOR_HARADRIMPALACE_BUILDTIME
  218.   VisionRange         = MORDOR_HARADRIMPALACE_VISION_RANGE
  219.   ShroudClearingRange = MORDOR_HARADRIMPALACE_SHROUD_CLEAR
  220.   BountyValue         = MORDOR_HARADRIMPALACE_BOUNTY_VALUE
  221.  
  222.     WeaponSet
  223.         Conditions            = None
  224.     End
  225.  
  226.   WeaponSet
  227.     Weapon                = PRIMARY HaradrimPalaceBow
  228.     Conditions            = PLAYER_UPGRADE
  229.     AutoChooseSources    = PRIMARY FROM_PLAYER FROM_SCRIPT FROM_AI
  230.   End
  231.  
  232.   ArmorSet
  233.     Conditions        = None
  234.     Armor             = StructureArmor
  235.     ;DamageFX          = StructureDamageFXNoShake
  236.   End
  237.  
  238.   CommandSet = MordorHaradrimPalaceCommandSetLevel1
  239.  
  240.  
  241.   ; *** AUDIO Parameters ***
  242.     #include "..\..\..\Includes\StandardBuildingEvaEvents.inc"
  243.  
  244.     VoiceFullyCreated                = EVA:HaradrimPalaceComplete
  245.     VoiceSelect                        = MordorHaradrimPalaceSelect
  246.     VoiceSelectUnderConstruction    = BuildingEvilVoiceSelectUnderConstruction
  247.  
  248.     SoundAmbientDamaged                = BuildingDamageFireMediumLoop
  249.     SoundAmbientReallyDamaged        = BuildingDamageFireLargeLoop
  250.     SoundOnDamaged                    = BuildingLightDamageStone
  251.     SoundOnReallyDamaged            = BuildingHeavyDamageStone
  252.  
  253.     UnitSpecificSounds
  254.         UnderConstruction        = BuildingConstructionLoop  ; Built first time
  255.         ; UnderRepairFromDamage    = NoSound                    ; Repaired No animation on the building, so don't bother playing sound
  256.         UnderRepairFromRubble    = BuildingConstructionLoop    ; Repaired from completely destroyed (not used???)
  257.     End
  258.  
  259.  
  260.   ; *** ENGINEERING Parameters ***
  261.  
  262.   RadarPriority       = STRUCTURE
  263.   KindOf              = PRELOAD STRUCTURE SELECTABLE IMMOBILE SCORE NEED_BASE_FOUNDATION MP_COUNT_FOR_VICTORY AUTO_RALLYPOINT FS_FACTORY MADE_OF_WOOD FACE_AWAY_FROM_CASTLE_KEEP
  264.  
  265.     Behavior = LevelUpUpgrade ModuleTag_LevelUpMordorHaradrimPalaceLevel2
  266.         TriggeredBy        = Upgrade_MordorHaradrimPalaceLevel2
  267.         LevelsToGain    = 1
  268.         LevelCap        = 3
  269.     End
  270.  
  271.     Behavior = LevelUpUpgrade ModuleTag_LevelUpMordorHaradrimPalaceLevel3
  272.         TriggeredBy        = Upgrade_MordorHaradrimPalaceLevel3
  273.         LevelsToGain    = 1
  274.         LevelCap        = 3
  275.     End
  276.  
  277.     Behavior = CommandSetUpgrade ModuleTag_MordorHaradrimPalaceLevel2
  278.         TriggeredBy        = Upgrade_MordorHaradrimPalaceLevel2
  279.         ConflictsWith    = Upgrade_MordorHaradrimPalaceLevel3
  280.         CommandSet        = MordorHaradrimPalaceCommandSetLevel2
  281.     End
  282.  
  283.     Behavior = CommandSetUpgrade ModuleTag_MordorHaradrimPalaceLevel3
  284.         TriggeredBy        = Upgrade_MordorHaradrimPalaceLevel3
  285.         CommandSet        = MordorHaradrimPalaceCommandSetLevel3
  286.     End
  287.     
  288.       Behavior = WeaponSetUpgrade ModuleTag_ThirdLevelBuildingArrows
  289.         TriggeredBy        = Upgrade_MordorHaradrimPalaceLevel2
  290.     End
  291.  
  292.     Behavior = AIUpdateInterface ModuleTag_SoWeCanUseWeapon
  293.         AutoAcquireEnemiesWhenIdle    = Yes
  294.         MoodAttackCheckRate            = 250
  295.     End
  296.  
  297.   Behavior = ProductionUpdate ProductionUpdateModuleTag
  298.     GiveNoXP                    = Yes
  299.   End
  300.  
  301.   Behavior            = GettingBuiltBehavior GetBuiltBehaviorTag
  302.     WorkerName          = MordorWorkerNoSelect
  303.     SpawnTimer    = DEFAULT_STRUCTURE_HEALDELAY
  304.   End
  305.  
  306.   Body                        = ActiveBody ModuleTag_05
  307.     MaxHealth                      = MORDOR_HARADRIMPALACE_HEALTH
  308.     MaxHealthDamaged          = MORDOR_HARADRIMPALACE_HEALTH_DAMAGED
  309.     MaxHealthReallyDamaged    = MORDOR_HARADRIMPALACE_HEALTH_REALLY_DAMAGED
  310.     DamageCreationList        = OCL_BuildingDamageList01 CATAPULT_ROCK
  311.   
  312.     DamageCreationList        = OCL_MBHardPalace_Chunk1 CATAPULT_ROCK FRONT_DESTROYED
  313.     DamageCreationList        = OCL_MBHardPalace_Chunk2 CATAPULT_ROCK RIGHT_DESTROYED
  314.     DamageCreationList        = OCL_MBHardPalace_Chunk3 CATAPULT_ROCK BACK_DESTROYED
  315.     DamageCreationList        = OCL_MBHardPalace_Chunk4 CATAPULT_ROCK LEFT_DESTROYED
  316.   End
  317.  
  318.     Behavior = SubObjectsUpgrade ModuleTag_HideAll
  319.         TriggeredBy        = Upgrade_StructureLevel1
  320.         HideSubObjects    = V1 V1A V2A V2B Banner_Harad01 Banner_Harad02 Banner_Harad03 Banner_Harad04 Lance MUHaraLncr V1_PIECE* V2_PIECE* DrawFloorV2
  321.     End
  322.     Behavior = GeometryUpgrade Geom_ModuleTag_HideAll
  323.         TriggeredBy        = Upgrade_StructureLevel1
  324.         HideGeometry    = Geom_V1 Geom_V2
  325.     End
  326.     
  327.       Behavior = SubObjectsUpgrade ModuleTag_ShowWalls 
  328.         TriggeredBy        = Upgrade_MordorHaradrimPalaceLevel2
  329.         ShowSubObjects    = V1 V1A V1_PIECE* DrawFloorV2
  330.         HideSubObjects    = V2A V2B Banner_Harad01 Banner_Harad02 Banner_Harad03 Banner_Harad04 Lance MUHaraLncr V2_PIECE*  DrawFloorV1
  331.     End
  332.     Behavior = GeometryUpgrade Geom_ModuleTag_ShowWalls 
  333.         TriggeredBy        = Upgrade_MordorHaradrimPalaceLevel2
  334.         ShowGeometry    = Geom_V1
  335.         HideGeometry    = Geom_V2 Geom_Orig
  336.     End
  337.     
  338.     Behavior = SubObjectsUpgrade ModuleTag_ShowFlagsAndTower 
  339.         TriggeredBy        = Upgrade_MordorHaradrimPalaceLevel3
  340.         ShowSubObjects    = V1 V1A V2A V2B Banner_Harad01 Banner_Harad02 Banner_Harad03 Banner_Harad04 Lance MUHaraLncr V1_PIECE* V2_PIECE*
  341.     End
  342.     Behavior = GeometryUpgrade Geom_ModuleTag_ShowFlagsAndTower 
  343.         TriggeredBy        = Upgrade_MordorHaradrimPalaceLevel3
  344.         ShowGeometry    = Geom_V2 Geom_V1
  345.         HideGeometry    = Geom_Orig
  346.     End
  347.   
  348.     Behavior                  = StructureCollapseUpdate ModuleTag_StructureCollapseUpdate 
  349.         MinCollapseDelay        = 000
  350.         MaxCollapseDelay        = 000
  351.         CollapseDamping         = .5
  352.         MaxShudder              = 0.6
  353.         MinBurstDelay           = 250
  354.         MaxBurstDelay           = 800
  355.         BigBurstFrequency       = 4
  356.         FXList                  = INITIAL   FX_StructureMediumCollapseNoSound
  357.         FXList                  = ALMOST_FINAL  FX_StructureAlmostCollapse
  358.         DestroyObjectWhenDone    = Yes
  359.         CollapseHeight            = 89
  360.     End
  361.  
  362.   Behavior = QueueProductionExitUpdate ModuleTag_11
  363.     UnitCreatePoint            = X:0.0 Y:0.0 Z:0.0
  364.     NaturalRallyPoint        = X:64.0 Y:0.0 Z:0.0        //NaturalRallyPointX must always match GeometryMajorRadius! 
  365.     ExitDelay                = STANDARD_HORDE_EXIT_DELAY //Mainly for the multiple produced. Make them come out one at a time.
  366.     UseReturnToFormation    = No
  367.   End  
  368.  
  369. ;  Behavior           = CreateObjectDie ModuleTag_08
  370. ;    CreationList     = OCL_SmallStructureDebris
  371. ;  End
  372.  
  373. ;  Behavior = ProductionUpdate ModuleTag_10
  374. ;    ; nothing, but is required if we have any Object-level Upgrades!
  375. ;  End
  376.  
  377. ;  Behavior = FlammableUpdate ModuleTag_14
  378. ;    AflameDuration = 5000         ; If I catch fire, I'll burn for this long...
  379. ;    AflameDamageAmount = 5       ; taking this much damage...
  380. ;    AflameDamageDelay = 500       ; this often.
  381. ;  End
  382.  
  383. ;  Behavior = TransitionDamageFX ModuleTag_15
  384. ;    ;-------------DESIGNED FOR SMALL SIZED FACTION BUILDING TRANSITIONS-------------------
  385. ;    DamagedParticleSystem1       = Bone:None RandomBone:No PSys:StructureTransitionSmallSmoke
  386. ;    ;---------------------------------------------------------------------------------------
  387. ;    ReallyDamagedParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionSmallSmoke
  388. ;    ReallyDamagedParticleSystem2 = Bone:None RandomBone:No PSys:StructureTransitionSmallExplosion
  389. ;    ReallyDamagedParticleSystem3 = Bone:None RandomBone:No PSys:StructureTransitionSmallShockwave
  390. ;  End
  391.  
  392. ;  Behavior             = FXListDie ModuleTag_16
  393. ;    DeathFX       = FX_BuildingDie
  394. ;  End
  395.  
  396.     Behavior = TerrainResourceBehavior ModuleTag_NewMoneyDeadSpot
  397.         Radius            = 100        ;// How far we try to claim ground
  398.         MaxIncome        = 0            ;// If we were to get all we wanted, how much we would earn.  Linear slope to 0 at 0% claim
  399.         IncomeInterval    = 999999    ;// How often (in msec) we give that much money
  400.         HighPriority    = Yes        ;// A high priority claim gets to pretend it was there first.
  401.         Visible = No         ;// Don't show decal when a resource building is selected.
  402.     End
  403.  
  404.  
  405.   Geometry              = BOX
  406.   GeometryName            = Geom_Orig
  407.   GeometryMajorRadius   = 29.4
  408.   GeometryMinorRadius   = 33.6
  409.   GeometryHeight        = 36.4
  410.   
  411.   AdditionalGeometry    = CYLINDER
  412.   GeometryName            = Geom_V1
  413.   GeometryActive        = no
  414.   GeometryMajorRadius   = 49.4
  415.   GeometryMinorRadius   = 0
  416.   GeometryHeight        = 41.4
  417.   
  418.   AdditionalGeometry    = BOX
  419.   GeometryName            = Geom_V2
  420.   GeometryActive        = no
  421.   GeometryMajorRadius   = 16.4
  422.   GeometryMinorRadius   = 15.6
  423.   GeometryHeight        = 72.4
  424.   
  425.   GeometryIsSmall       = No
  426.   Shadow                = SHADOW_VOLUME
  427.   BuildCompletion     = PLACED_BY_PLAYER
  428.   
  429.   GeometryContactPoint    = X:-15.776        Y:40.76        Z:0            Repair
  430.   GeometryContactPoint    = X:17.632        Y:-40.011    Z:0            Repair
  431.   GeometryContactPoint    = X:33.112        Y:37.317    Z:0
  432.   GeometryContactPoint    = X:-36.271        Y:-21.389    Z:0
  433.   GeometryContactPoint    = X:-0.38        Y:-0.175    Z:72.452    Swoop
  434.  
  435. End
  436.