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data_ini_object_evilfaction_structures_evilmen_haradrimpalace.ini
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2006-01-31
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436 lines
;------------------------------------------------------------------------------
;Mordor Haradrim Palace
Object MordorHaradrimPalace
SelectPortrait = BPMHaradrimPalace
; *** ART Parameters ***
Draw = W3DScriptedModelDraw ModuleTag_Draw
OkToChangeModelColor = Yes
UseStandardModelNames = Yes
StaticModelLODMode = yes ; Will append M or L to the skin name depending on GameLOD
ExtraPublicBone = ARROW_01
ExtraPublicBone = ARROW_02
ExtraPublicBone = ARROW_03
ExtraPublicBone = ARROW_04
ExtraPublicBone = ARROW_05
ExtraPublicBone = ARROW_06
ExtraPublicBone = ARROW_07
ExtraPublicBone = ARROW_08
DefaultModelConditionState
Model = MBHrdPlc_SKN
WeaponLaunchBone = PRIMARY ARROW_
End
; V1 V2A Banner_Harad01 Lance MUHaraLncr
;// Animation state for build placement cursor
AnimationState = BUILD_PLACEMENT_CURSOR
BeginScript
CurDrawableHideSubObject("N_Window")
CurDrawableHideSubObject("N_Fire")
CurDrawableHideSubObject("V1")
CurDrawableHideSubObject("V2A")
CurDrawableHideSubObject("Banner_Harad01")
CurDrawableHideSubObject("Lance")
CurDrawableHideSubObject("MUHaraLncr")
EndScript
End
;// Animation state for phantom structure
AnimationState = PHANTOM_STRUCTURE
BeginScript
CurDrawableHideSubObject("N_Window")
CurDrawableHideSubObject("N_Fire")
CurDrawableHideSubObject("V1")
CurDrawableHideSubObject("V2A")
CurDrawableHideSubObject("Banner_Harad01")
CurDrawableHideSubObject("Lance")
CurDrawableHideSubObject("MUHaraLncr")
EndScript
End
IdleAnimationState
StateName = STATE_Idle
Animation = IdleA
AnimationName = MBHrdPlc_SKL.MBHrdPlc_IDLA
AnimationMode = ONCE
End
Animation = IdleB
AnimationName = MBHrdPlc_SKL.MBHrdPlc_IDLB
AnimationMode = ONCE
End
Animation = IdleC
AnimationName = MBHrdPlc_SKL.MBHrdPlc_IDLC
AnimationMode = ONCE
End
Flags = RESTART_ANIM_WHEN_COMPLETE
End
;------------ New Build Up States coming soon.
ModelConditionState = SNOW AWAITING_CONSTRUCTION
Model = MBHrdPlc_A
Texture = MBHrdPlc.TGA MBHrdPlc_snow.tga
Texture = Haradrim_Banr.TGA Haradrim_Banr_snow.tga
End
ModelConditionState = AWAITING_CONSTRUCTION
Model = MBHrdPlc_A
; ParticleSysBone = NONE BuildingDoughnutCloud
End;
AnimationState = AWAITING_CONSTRUCTION
Animation = MBHrdPlc_A
AnimationName = MBHrdPlc_ASKL.MBHrdPlc_ABLD
AnimationMode = MANUAL
AnimationBlendTime = 0
End
Flags = START_FRAME_FIRST
;BeginScript
; CurDrawablePlaySound("GondorBarracksBeginConstruction")
;EndScript
End
ModelConditionState = SNOW ACTIVELY_BEING_CONSTRUCTED PARTIALLY_CONSTRUCTED
Model = MBHrdPlc_A
Texture = MBHrdPlc.TGA MBHrdPlc_snow.tga
Texture = Haradrim_Banr.TGA Haradrim_Banr_snow.tga
End
ModelConditionState = ACTIVELY_BEING_CONSTRUCTED PARTIALLY_CONSTRUCTED
Model = MBHrdPlc_A
ParticleSysBone = CONSTDUSTBONE01 BuildingContructDust FollowBone:Yes
End
AnimationState = ACTIVELY_BEING_CONSTRUCTED PARTIALLY_CONSTRUCTED
Animation = MBHrdPlc_A
AnimationName = MBHrdPlc_ASKL.MBHrdPlc_ABLD
AnimationMode = MANUAL
AnimationBlendTime = 0
End
Flags = START_FRAME_FIRST
StateName = BeingConstructed
BeginScript
CurDrawablePlaySound("GondorBarracksBeginConstruction")
EndScript
End
;--damaged building
ModelConditionState = DAMAGED
Model = MBHrdPlc_D1
ParticleSysBone FireSmall01 FireBuildingMedium
ParticleSysBone FireSmall02 FireBuildingMedium
ParticleSysBone FireSmall03 FireBuildingLarge
ParticleSysBone FireSmall04 SmokeBuildingMedium
ParticleSysBone FireSmall05 SmokeBuildingMedium
WeaponLaunchBone = PRIMARY ARROW_
End
AnimationState = DAMAGED
EnteringStateFX = FX_BuildingDamaged
End
ModelConditionState = REALLYDAMAGED
Model = MBHrdPlc_D2
ParticleSysBone FireSmall01 FireBuildingMedium
ParticleSysBone FireSmall02 FireBuildingMedium
ParticleSysBone FireSmall03 FireBuildingLarge
ParticleSysBone FireSmall04 SmokeBuildingLarge
ParticleSysBone FireSmall05 FireBuildingLarge
WeaponLaunchBone = PRIMARY ARROW_
End
AnimationState = REALLYDAMAGED
Animation = RubbleAnimation
AnimationName = MBHrdPlc_D2SL.MBHrdPlc_D2AN
AnimationMode = ONCE
End
EnteringStateFX = FX_BuildingDamaged
End
ModelConditionState = RUBBLE
Model = MBHrdPlc_D3
ParticleSysBone SmokeLarge01 SmokeBuildingLarge
WeaponLaunchBone = PRIMARY ARROW_
End
AnimationState = RUBBLE
Animation = RubbleAnimation
AnimationName = MBHrdPlc_D3SK.MBHrdPlc_D3AN
AnimationMode = ONCE
End
EnteringStateFX = FX_StructureMediumCollapse
End
ModelConditionState = POST_RUBBLE
Model = None
ParticleSysBone NONE SmokeBuildingMediumRubble
End
ModelConditionState = POST_COLLAPSE
Model = None
ParticleSysBone NONE SmokeBuildingMediumRubble
End
ModelConditionState = SNOW
Model = MBHrdPlc_SKN
Texture = MBHrdPlc.TGA MBHrdPlc_snow.tga
Texture = Haradrim_Banr.TGA Haradrim_Banr_snow.tga
WeaponLaunchBone = PRIMARY ARROW_
End
End
Draw = W3DFloorDraw DrawFloorV1
StaticModelLODMode = Yes ; THIS NEEDS TO BE COMMENTED OUT WHEN ENGINEERING ENABLES LOD'S IN THE FLOOR DRAW
ModelName = MBHrdPlc_Bib
WeatherTexture = SNOWY MBHrdPlcBib_snow.tga
HideIfModelConditions = AWAITING_CONSTRUCTION
HideIfModelConditions = PARTIALLY_CONSTRUCTED
End
Draw = W3DFloorDraw DrawFloorV2
ModelName = MBHrdPlc_V1
WeatherTexture = SNOWY MBHrdPlcBib_V1_snow.tga
StartHidden = Yes
HideIfModelConditions = AWAITING_CONSTRUCTION
HideIfModelConditions = PARTIALLY_CONSTRUCTED
End
Draw = W3DScriptedModelDraw ModuleTag_Draw_HCBanner
OkToChangeModelColor = Yes
DefaultModelConditionState
Model = MBHCHrdPlc
End
MultiPlayerOnly = Yes
End
PlacementViewAngle = -50
; ***DESIGN parameters ***
DisplayName = OBJECT:MordorHaradrimPalace
Description = OBJECT:MordorHaradrimPalaceDescription
Side = Mordor
EditorSorting = STRUCTURE
ThreatLevel = 1.0
BuildCost = MORDOR_HARADRIMPALACE_BUILDCOST
BuildTime = MORDOR_HARADRIMPALACE_BUILDTIME
VisionRange = MORDOR_HARADRIMPALACE_VISION_RANGE
ShroudClearingRange = MORDOR_HARADRIMPALACE_SHROUD_CLEAR
BountyValue = MORDOR_HARADRIMPALACE_BOUNTY_VALUE
WeaponSet
Conditions = None
End
WeaponSet
Weapon = PRIMARY HaradrimPalaceBow
Conditions = PLAYER_UPGRADE
AutoChooseSources = PRIMARY FROM_PLAYER FROM_SCRIPT FROM_AI
End
ArmorSet
Conditions = None
Armor = StructureArmor
;DamageFX = StructureDamageFXNoShake
End
CommandSet = MordorHaradrimPalaceCommandSetLevel1
; *** AUDIO Parameters ***
#include "..\..\..\Includes\StandardBuildingEvaEvents.inc"
VoiceFullyCreated = EVA:HaradrimPalaceComplete
VoiceSelect = MordorHaradrimPalaceSelect
VoiceSelectUnderConstruction = BuildingEvilVoiceSelectUnderConstruction
SoundAmbientDamaged = BuildingDamageFireMediumLoop
SoundAmbientReallyDamaged = BuildingDamageFireLargeLoop
SoundOnDamaged = BuildingLightDamageStone
SoundOnReallyDamaged = BuildingHeavyDamageStone
UnitSpecificSounds
UnderConstruction = BuildingConstructionLoop ; Built first time
; UnderRepairFromDamage = NoSound ; Repaired No animation on the building, so don't bother playing sound
UnderRepairFromRubble = BuildingConstructionLoop ; Repaired from completely destroyed (not used???)
End
; *** ENGINEERING Parameters ***
RadarPriority = STRUCTURE
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
Behavior = LevelUpUpgrade ModuleTag_LevelUpMordorHaradrimPalaceLevel2
TriggeredBy = Upgrade_MordorHaradrimPalaceLevel2
LevelsToGain = 1
LevelCap = 3
End
Behavior = LevelUpUpgrade ModuleTag_LevelUpMordorHaradrimPalaceLevel3
TriggeredBy = Upgrade_MordorHaradrimPalaceLevel3
LevelsToGain = 1
LevelCap = 3
End
Behavior = CommandSetUpgrade ModuleTag_MordorHaradrimPalaceLevel2
TriggeredBy = Upgrade_MordorHaradrimPalaceLevel2
ConflictsWith = Upgrade_MordorHaradrimPalaceLevel3
CommandSet = MordorHaradrimPalaceCommandSetLevel2
End
Behavior = CommandSetUpgrade ModuleTag_MordorHaradrimPalaceLevel3
TriggeredBy = Upgrade_MordorHaradrimPalaceLevel3
CommandSet = MordorHaradrimPalaceCommandSetLevel3
End
Behavior = WeaponSetUpgrade ModuleTag_ThirdLevelBuildingArrows
TriggeredBy = Upgrade_MordorHaradrimPalaceLevel2
End
Behavior = AIUpdateInterface ModuleTag_SoWeCanUseWeapon
AutoAcquireEnemiesWhenIdle = Yes
MoodAttackCheckRate = 250
End
Behavior = ProductionUpdate ProductionUpdateModuleTag
GiveNoXP = Yes
End
Behavior = GettingBuiltBehavior GetBuiltBehaviorTag
WorkerName = MordorWorkerNoSelect
SpawnTimer = DEFAULT_STRUCTURE_HEALDELAY
End
Body = ActiveBody ModuleTag_05
MaxHealth = MORDOR_HARADRIMPALACE_HEALTH
MaxHealthDamaged = MORDOR_HARADRIMPALACE_HEALTH_DAMAGED
MaxHealthReallyDamaged = MORDOR_HARADRIMPALACE_HEALTH_REALLY_DAMAGED
DamageCreationList = OCL_BuildingDamageList01 CATAPULT_ROCK
DamageCreationList = OCL_MBHardPalace_Chunk1 CATAPULT_ROCK FRONT_DESTROYED
DamageCreationList = OCL_MBHardPalace_Chunk2 CATAPULT_ROCK RIGHT_DESTROYED
DamageCreationList = OCL_MBHardPalace_Chunk3 CATAPULT_ROCK BACK_DESTROYED
DamageCreationList = OCL_MBHardPalace_Chunk4 CATAPULT_ROCK LEFT_DESTROYED
End
Behavior = SubObjectsUpgrade ModuleTag_HideAll
TriggeredBy = Upgrade_StructureLevel1
HideSubObjects = V1 V1A V2A V2B Banner_Harad01 Banner_Harad02 Banner_Harad03 Banner_Harad04 Lance MUHaraLncr V1_PIECE* V2_PIECE* DrawFloorV2
End
Behavior = GeometryUpgrade Geom_ModuleTag_HideAll
TriggeredBy = Upgrade_StructureLevel1
HideGeometry = Geom_V1 Geom_V2
End
Behavior = SubObjectsUpgrade ModuleTag_ShowWalls
TriggeredBy = Upgrade_MordorHaradrimPalaceLevel2
ShowSubObjects = V1 V1A V1_PIECE* DrawFloorV2
HideSubObjects = V2A V2B Banner_Harad01 Banner_Harad02 Banner_Harad03 Banner_Harad04 Lance MUHaraLncr V2_PIECE* DrawFloorV1
End
Behavior = GeometryUpgrade Geom_ModuleTag_ShowWalls
TriggeredBy = Upgrade_MordorHaradrimPalaceLevel2
ShowGeometry = Geom_V1
HideGeometry = Geom_V2 Geom_Orig
End
Behavior = SubObjectsUpgrade ModuleTag_ShowFlagsAndTower
TriggeredBy = Upgrade_MordorHaradrimPalaceLevel3
ShowSubObjects = V1 V1A V2A V2B Banner_Harad01 Banner_Harad02 Banner_Harad03 Banner_Harad04 Lance MUHaraLncr V1_PIECE* V2_PIECE*
End
Behavior = GeometryUpgrade Geom_ModuleTag_ShowFlagsAndTower
TriggeredBy = Upgrade_MordorHaradrimPalaceLevel3
ShowGeometry = Geom_V2 Geom_V1
HideGeometry = Geom_Orig
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 = QueueProductionExitUpdate ModuleTag_11
UnitCreatePoint = X:0.0 Y:0.0 Z:0.0
NaturalRallyPoint = X:64.0 Y:0.0 Z:0.0 //NaturalRallyPointX must always match GeometryMajorRadius!
ExitDelay = STANDARD_HORDE_EXIT_DELAY //Mainly for the multiple produced. Make them come out one at a time.
UseReturnToFormation = No
End
; Behavior = CreateObjectDie ModuleTag_08
; CreationList = OCL_SmallStructureDebris
; End
; Behavior = ProductionUpdate ModuleTag_10
; ; nothing, but is required if we have any Object-level Upgrades!
; End
; Behavior = FlammableUpdate ModuleTag_14
; AflameDuration = 5000 ; If I catch fire, I'll burn for this long...
; AflameDamageAmount = 5 ; taking this much damage...
; AflameDamageDelay = 500 ; this often.
; End
; Behavior = TransitionDamageFX ModuleTag_15
; ;-------------DESIGNED FOR SMALL SIZED FACTION BUILDING TRANSITIONS-------------------
; DamagedParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionSmallSmoke
; ;---------------------------------------------------------------------------------------
; ReallyDamagedParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionSmallSmoke
; ReallyDamagedParticleSystem2 = Bone:None RandomBone:No PSys:StructureTransitionSmallExplosion
; ReallyDamagedParticleSystem3 = Bone:None RandomBone:No PSys:StructureTransitionSmallShockwave
; End
; Behavior = FXListDie ModuleTag_16
; DeathFX = FX_BuildingDie
; End
Behavior = TerrainResourceBehavior ModuleTag_NewMoneyDeadSpot
Radius = 100 ;// 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.
Visible = No ;// Don't show decal when a resource building is selected.
End
Geometry = BOX
GeometryName = Geom_Orig
GeometryMajorRadius = 29.4
GeometryMinorRadius = 33.6
GeometryHeight = 36.4
AdditionalGeometry = CYLINDER
GeometryName = Geom_V1
GeometryActive = no
GeometryMajorRadius = 49.4
GeometryMinorRadius = 0
GeometryHeight = 41.4
AdditionalGeometry = BOX
GeometryName = Geom_V2
GeometryActive = no
GeometryMajorRadius = 16.4
GeometryMinorRadius = 15.6
GeometryHeight = 72.4
GeometryIsSmall = No
Shadow = SHADOW_VOLUME
BuildCompletion = PLACED_BY_PLAYER
GeometryContactPoint = X:-15.776 Y:40.76 Z:0 Repair
GeometryContactPoint = X:17.632 Y:-40.011 Z:0 Repair
GeometryContactPoint = X:33.112 Y:37.317 Z:0
GeometryContactPoint = X:-36.271 Y:-21.389 Z:0
GeometryContactPoint = X:-0.38 Y:-0.175 Z:72.452 Swoop
End