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Text File  |  2006-01-31  |  14KB  |  416 lines

  1. ;------------------------------------------------------------------------------
  2. ;Mordor Mumakil Pen
  3. Object MordorMumakilPen
  4.  
  5.     SelectPortrait = BPMMumakilPen
  6.  
  7.   ; *** ART Parameters ***
  8.  
  9.  
  10.   Draw = W3DScriptedModelDraw ModuleTag_Draw
  11.     OkToChangeModelColor  = Yes
  12.     UseStandardModelNames = Yes
  13.     StaticModelLODMode = yes ; Will append M or L to the skin name depending on GameLOD      
  14.     DefaultModelConditionState
  15.       Model = MBMumkpen
  16.   End
  17.  
  18.     ;//    Animation state for build placement cursor
  19.     AnimationState = BUILD_PLACEMENT_CURSOR
  20.         BeginScript
  21.                CurDrawableHideSubObject("N_Window")
  22.             CurDrawableHideSubObject("N_Fire")
  23.                CurDrawableHideSubObject("V1")
  24.             CurDrawableHideSubObject("V2")
  25.             CurDrawableHideSubObject("BANNERS")
  26.             CurDrawableHideSubObject("BANNER01")
  27.             CurDrawableHideSubObject("BANNER02")
  28.             CurDrawableHideSubObject("BANNER03")
  29.         EndScript
  30.     End
  31.     
  32.     ;//    Animation state for phantom structure
  33.     AnimationState = PHANTOM_STRUCTURE
  34.         BeginScript
  35.                CurDrawableHideSubObject("N_Window")
  36.             CurDrawableHideSubObject("N_Fire")
  37.                CurDrawableHideSubObject("V1")
  38.             CurDrawableHideSubObject("V2")
  39.             CurDrawableHideSubObject("BANNERS")
  40.             CurDrawableHideSubObject("BANNER01")
  41.             CurDrawableHideSubObject("BANNER02")
  42.             CurDrawableHideSubObject("BANNER03")
  43.         EndScript
  44.     End
  45.       
  46.     IdleAnimationState
  47.     End
  48.  
  49.     ;------------Build Up States
  50.     ModelConditionState   = ACTIVELY_BEING_CONSTRUCTED PARTIALLY_CONSTRUCTED
  51.         Model             = MBMumkpen_A
  52.         ParticleSysBone   = C_1 BuildingContructDust FollowBone:Yes
  53.     End
  54.     
  55.     AnimationState        = ACTIVELY_BEING_CONSTRUCTED PARTIALLY_CONSTRUCTED
  56.         Animation
  57.             AnimationName     = MBMumkpen_ASKL.MBMumkpen_ABLD
  58.             AnimationMode     = MANUAL
  59.         End
  60.         Flags            = START_FRAME_FIRST
  61.         StateName        = BeingConstructed
  62.         BeginScript
  63.             CurDrawablePlaySound("GondorBarracksBeginConstruction")
  64.         EndScript
  65.     End
  66.   
  67.   
  68.    ;---------Damaged States
  69.     ModelConditionState  = DAMAGED
  70.       Model         = MBMUMKPEN_D1
  71.           ParticleSysBone FireSmall01 FireBuildingLarge
  72.         ParticleSysBone FireSmall02 FireBuildingMedium
  73.         ParticleSysBone FireSmall03 FireBuildingMedium
  74.         ParticleSysBone FireSmall04 SmokeBuildingLarge
  75.         ParticleSysBone FireSmall05 FireBuildingMedium      
  76.     End
  77.     AnimationState = DAMAGED
  78.         EnteringStateFX    = FX_BuildingDamaged
  79.     End
  80.  
  81.     ModelConditionState  = REALLYDAMAGED
  82.       Model         = MBMumkPen_D2
  83.           ParticleSysBone FireSmall01 FireBuildingLarge
  84.         ParticleSysBone FireSmall02 FireBuildingLarge
  85.         ParticleSysBone FireSmall03 FireBuildingMedium
  86.         ParticleSysBone FireSmall04 SmokeBuildingLarge
  87.         ParticleSysBone FireSmall05 FireBuildingMedium      
  88.     End
  89.     AnimationState = REALLYDAMAGED
  90.         Animation                =    RubbleAnimation
  91.             AnimationName        =    MBMumkPen_D2SK.MBMumkPen_D2AN
  92.             AnimationMode        =    ONCE
  93.           End
  94.         EnteringStateFX    = FX_BuildingReallyDamaged
  95.     End
  96.  
  97.     ModelConditionState  = RUBBLE
  98.       Model         = MBMumkPen_D3
  99.       ParticleSysBone SmokeLarge01 SmokeBuildingLarge
  100.     End
  101.     
  102.     AnimationState = RUBBLE
  103.         Animation                =    RubbleAnimation
  104.             AnimationName        =    MBMumkPen_D3SK.MBMumkPen_D3AN
  105.             AnimationMode        =    ONCE
  106.           End
  107.           EnteringStateFX    = FX_StructureMediumCollapse
  108.     End
  109.         ModelConditionState = SNOW 
  110.             Model            = MBMUMKPEN
  111.             Texture            = MBMUMKPEN.tga MBMUMKPEN_snow.tga
  112.         End
  113.   End
  114.  
  115.  ;----------the door
  116.  Draw = W3DScriptedModelDraw ModuleTag_02
  117.      
  118.     DefaultModelConditionState
  119.       Model = MBMumkpenDSCL
  120.     End
  121.      
  122.     IdleAnimationState
  123.         Animation            =    MBMumkpenDOOR
  124.             AnimationName    =    MBMumkpenDSCL.MBMumkpenDSCL
  125.             AnimationMode   =    ONCE
  126.             AnimationBlendTime = 0
  127.         End
  128.         Flags                =    START_FRAME_FIRST
  129.     End
  130.  
  131. ;------------Build Up States
  132.      ModelConditionState   = AWAITING_CONSTRUCTION 
  133.          Model               = MBMumkpen_DRA
  134.      End
  135.      AnimationState        = AWAITING_CONSTRUCTION
  136.         Animation           = MBMumkpen_DRA
  137.              AnimationName     = MBMumkpen_DRA.MBMumkpen_DRA
  138.              AnimationMode     = MANUAL
  139.              AnimationBlendTime = 0
  140.          End
  141.          Flags                  = START_FRAME_FIRST
  142.      End
  143.        
  144.      ModelConditionState   = ACTIVELY_BEING_CONSTRUCTED PARTIALLY_CONSTRUCTED
  145.          Model               = MBMumkpen_DRA
  146.      End
  147.        
  148.      AnimationState        = ACTIVELY_BEING_CONSTRUCTED PARTIALLY_CONSTRUCTED
  149.          Animation           =MBMumkpen_DRA
  150.              AnimationName     = MBMumkpen_DRA.MBMumkpen_DRA
  151.              AnimationMode     = MANUAL
  152.              AnimationBlendTime = 0
  153.          End
  154.          Flags                  = START_FRAME_FIRST
  155.      End
  156.    
  157.      ;---DAMAGED
  158.  
  159.     ModelConditionState   = DAMAGED
  160.         Model               = MBMumkpen_DROCD
  161.     End
  162.  
  163.     AnimationState            =    DAMAGED DOOR_1_WAITING_OPEN
  164.         Animation           =    MBMumkpen_DROCD
  165.             AnimationName   =   MBMumkpen_DROCD.MBMumkpen_DROCD
  166.             AnimationMode   =    ONCE
  167.             AnimationBlendTime = 0
  168.         End
  169.     End   
  170.    
  171.      ;---REALLYDAMAGED
  172.    
  173.     ModelConditionState   = REALLYDAMAGED
  174.         Model               = MBMumkpen_DROCD
  175.     End
  176.  
  177.     AnimationState            =    REALLYDAMAGED DOOR_1_WAITING_OPEN
  178.         Animation           =    MBMumkpen_DROCD
  179.             AnimationName   =   MBMumkpen_DROCD.MBMumkpen_DROCD
  180.             AnimationMode   =    ONCE
  181.             AnimationBlendTime = 0
  182.         End
  183.     End   
  184.     
  185.    ;--rubble state
  186.  
  187.     ModelConditionState    = RUBBLE
  188.         Model = MBMumkpen_DROCD
  189.     End
  190.     
  191.    ;--normal state
  192.  
  193.     ModelConditionState        = DOOR_1_WAITING_OPEN
  194.         Model                = MBMumkpenDOP
  195.     End
  196.     
  197.     AnimationState            =    DOOR_1_WAITING_OPEN
  198.         Animation           =    MBMumkpenDOP
  199.             AnimationName   =   MBMumkpenDOP.MBMumkpenDOP
  200.             AnimationMode   =    ONCE
  201.             AnimationBlendTime = 0
  202.         End
  203.     End   
  204.  
  205.  
  206. End
  207.  
  208.     Draw = W3DFloorDraw DrawFloorV1    
  209.         StaticModelLODMode = Yes        ; THIS NEEDS TO BE COMMENTED OUT WHEN ENGINEERING ENABLES LOD'S IN THE FLOOR DRAW
  210.         ModelName = MBMUMKPEN_Bib
  211.         WeatherTexture        = SNOWY MBMUMKPEN_Bib_snow.tga
  212.           HideIfModelConditions    =    AWAITING_CONSTRUCTION
  213.           HideIfModelConditions    =    PARTIALLY_CONSTRUCTED
  214.     End
  215.     Draw = W3DFloorDraw DrawFloorV2    
  216.         ModelName = MBMUMKPEN_V1
  217.         WeatherTexture        = SNOWY MBMUMKPEN_BibV1_snow.tga
  218.         StartHidden = Yes
  219.           HideIfModelConditions    =    AWAITING_CONSTRUCTION
  220.           HideIfModelConditions    =    PARTIALLY_CONSTRUCTED
  221.     End
  222.     
  223.   Draw = W3DScriptedModelDraw ModuleTag_Draw_HCBanner
  224.     OkToChangeModelColor  = Yes
  225.     DefaultModelConditionState
  226.         Model = MBHCMumkPen
  227.     End
  228.     MultiPlayerOnly = Yes 
  229.   End  
  230.   
  231.   PlacementViewAngle  = -45
  232.  
  233.   ; ***DESIGN parameters ***
  234.   DisplayName         = OBJECT:MordorMumakilPen
  235.   Description         = OBJECT:MordorMumakilPenDescription
  236.   Side                = Mordor
  237.   EditorSorting       = STRUCTURE
  238.   ThreatLevel = 1.0
  239.  
  240.   BuildCost           = MORDOR_MUMAKILPEN_BUILDCOST
  241.   BuildTime           = MORDOR_MUMAKILPEN_BUILDTIME
  242.   VisionRange         = MORDOR_MUMAKILPEN_VISION_RANGE
  243.   ShroudClearingRange = MORDOR_MUMAKILPEN_SHROUD_CLEAR
  244.   BountyValue         = MORDOR_MUMAKILPEN_BOUNTY_VALUE
  245.  
  246.   ArmorSet
  247.     Conditions        = None
  248.     Armor             = StructureArmor
  249.     ;DamageFX          = StructureDamageFXNoShake
  250.   End
  251.  
  252.   CommandSet = MordorMumakilPenCommandSetLevel1
  253.  
  254.  
  255.   ; *** AUDIO Parameters ***
  256.  
  257.     #include "..\..\..\Includes\StandardBuildingEvaEvents.inc"
  258.  
  259.     VoiceFullyCreated                = EVA:MumakilPenComplete
  260.     VoiceSelect                        = MordorMumakilPenSelect
  261.     VoiceSelectUnderConstruction    = BuildingEvilVoiceSelectUnderConstruction
  262.  
  263.     SoundAmbientDamaged                = BuildingDamageFireMediumLoop
  264.     SoundAmbientReallyDamaged        = BuildingDamageFireLargeLoop
  265.     SoundOnDamaged                    = BuildingLightDamageStone
  266.     SoundOnReallyDamaged            = BuildingHeavyDamageStone
  267.  
  268.     UnitSpecificSounds
  269.         UnderConstruction        = BuildingConstructionLoop  ; Built first time
  270.         ; UnderRepairFromDamage    = NoSound                    ; Repaired No animation on the building, so don't bother playing sound
  271.         UnderRepairFromRubble    = BuildingConstructionLoop    ; Repaired from completely destroyed (not used???)
  272.     End 
  273.  
  274.   ; *** ENGINEERING Parameters ***
  275.  
  276.   RadarPriority       = STRUCTURE 
  277.   KindOf              = PRELOAD STRUCTURE SELECTABLE IMMOBILE SCORE FS_FACTORY AUTO_RALLYPOINT MP_COUNT_FOR_VICTORY NEED_BASE_FOUNDATION MADE_OF_WOOD FACE_AWAY_FROM_CASTLE_KEEP
  278.  
  279.     Behavior = LevelUpUpgrade ModuleTag_LevelUpMordorMumakilPenLevel2
  280.         TriggeredBy        = Upgrade_MordorMumakilPenLevel2
  281.         LevelsToGain    = 1
  282.         LevelCap        = 3
  283.     End
  284.  
  285.     Behavior = LevelUpUpgrade ModuleTag_LevelUpMordorMumakilPenLevel3
  286.         TriggeredBy        = Upgrade_MordorMumakilPenLevel3
  287.         LevelsToGain    = 1
  288.         LevelCap        = 3
  289.     End
  290.  
  291.     Behavior = CommandSetUpgrade ModuleTag_MordorMumakilPenLevel2
  292.         TriggeredBy        = Upgrade_MordorMumakilPenLevel2
  293.         ConflictsWith    = Upgrade_MordorMumakilPenLevel3
  294.         CommandSet        = MordorMumakilPenCommandSetLevel2
  295.     End
  296.  
  297.     Behavior = CommandSetUpgrade ModuleTag_MordorMumakilPenLevel3
  298.         TriggeredBy        = Upgrade_MordorMumakilPenLevel3
  299.         CommandSet        = MordorMumakilPenCommandSetLevel3
  300.     End
  301.  
  302.   Behavior = ProductionUpdate ProductionUpdateModuleTag
  303.     NumDoorAnimations            = 1
  304.     DoorOpeningTime              = 0  ;in mSeconds how long you want doors to be in open state
  305.     DoorWaitOpenTime             = 600  ;in mSeconds time the door stays open, so units can exit
  306.     DoorCloseTime                = 0  ;in mSeconds how long you want doors to be in open state
  307.     ConstructionCompleteDuration = 0  ;in mSeconds   wait time so if you have multiple units they don't run over each other
  308.     UnitInvulnerableTime         = 6000 ; In msec, we flag things we make as invulnerable for a bit.  The mumakil can't handle being hurt during his complicated build phase.
  309.     VeteranUnitsFromVeteranFactory = Yes ;I am higher than my default level, I will give a free level to those I produce
  310.     GiveNoXP                    = Yes
  311.   End 
  312.   
  313.   Behavior            = GettingBuiltBehavior GetBuiltBehaviorTag
  314.     WorkerName          = MordorWorkerNoSelect
  315.     SpawnTimer    = DEFAULT_STRUCTURE_HEALDELAY
  316.   End
  317.  
  318.   Body                = StructureBody ModuleTag_05
  319.     MaxHealth                 = MORDOR_MUMAKILPEN_HEALTH
  320.     MaxHealthDamaged          = MORDOR_MUMAKILPEN_HEALTH_DAMAGED
  321.     MaxHealthReallyDamaged     = MORDOR_MUMAKILPEN_HEALTH_REALLY_DAMAGED
  322.     
  323.     DamageCreationList = OCL_BuildingDamageList01 CATAPULT_ROCK
  324.     
  325.     DamageCreationList = OCL_MBMumkPenD2_Chunk1 CATAPULT_ROCK FRONT_DESTROYED
  326.  ;   DamageCreationList = OCL_MBMumkPenD2_Chunk2 CATAPULT_ROCK RIGHT_DESTROYED
  327.     DamageCreationList = OCL_MBMumkPenD2_Chunk3 CATAPULT_ROCK BACK_DESTROYED
  328.     DamageCreationList = OCL_MBMumkPenD2_Chunk4 CATAPULT_ROCK LEFT_DESTROYED
  329.   End
  330.   
  331.     Behavior = SubObjectsUpgrade ModuleTag_HideAll
  332.         TriggeredBy        = Upgrade_StructureLevel1
  333.         HideSubObjects    = V1 V2 BANNERS BANNER01 BANNER02 BANNER03 V2_PIECE* V1_PIECE* DrawFloorV2
  334.     End
  335.     Behavior = GeometryUpgrade Geom_ModuleTag_HideAll
  336.         TriggeredBy        = Upgrade_StructureLevel1
  337.         HideGeometry    = Geom_V1
  338.     End
  339.     
  340.     
  341.       Behavior = SubObjectsUpgrade ModuleTag_ShowWalls 
  342.         TriggeredBy        = Upgrade_MordorMumakilPenLevel2
  343.         ShowSubObjects    = V1 V1_PIECE* DrawFloorV2
  344.         HideSubObjects    = V2 BANNERS BANNER01 BANNER02 BANNER03 V2_PIECE* DrawFloorV1
  345.     End
  346.     Behavior = GeometryUpgrade Geom_ModuleTag_ShowWalls 
  347.         TriggeredBy        = Upgrade_MordorMumakilPenLevel2
  348.         ShowGeometry    = Geom_V1 
  349.         HideGeometry    = Geom_Orig
  350.     End
  351.     Behavior = SubObjectsUpgrade ModuleTag_ShowFlagsAndTower 
  352.         TriggeredBy        = Upgrade_MordorMumakilPenLevel3
  353.         ShowSubObjects    = V1 V2 BANNERS BANNER01 BANNER02 BANNER03 V2_PIECE* V1_PIECE*
  354.     End
  355.     
  356.   Behavior                  = StructureCollapseUpdate ModuleTag_08
  357.     MinCollapseDelay        = 000
  358.     MaxCollapseDelay        = 000
  359.     CollapseDamping         = .5
  360.     MaxShudder              = 0.6
  361.     MinBurstDelay           = 250
  362.     MaxBurstDelay           = 800
  363.     BigBurstFrequency       = 4
  364.     FXList                  = INITIAL   FX_StructureMediumCollapseNoSound
  365.     FXList                  = ALMOST_FINAL  FX_StructureAlmostCollapse
  366.     DestroyObjectWhenDone    = Yes
  367.     CollapseHeight            = 89
  368.   End
  369.   
  370.   Behavior = QueueProductionExitUpdate ModuleTag_11
  371.     UnitCreatePoint   = X:95.424 Y:0.0 Z:0.0
  372.     NaturalRallyPoint = X:100.0 Y:0.0 Z:0.0    ;NaturalRallyPointX must always match GeometryMajorRadius! 
  373.   End  
  374.  
  375.     Behavior = TerrainResourceBehavior ModuleTag_NewMoneyDeadSpot
  376.         Radius            = 100        ;// How far we try to claim ground
  377.         MaxIncome        = 0            ;// If we were to get all we wanted, how much we would earn.  Linear slope to 0 at 0% claim
  378.         IncomeInterval    = 999999    ;// How often (in msec) we give that much money
  379.         HighPriority    = Yes        ;// A high priority claim gets to pretend it was there first.
  380.         Visible = No         ;// Don't show decal when a resource building is selected.
  381.     End
  382.  
  383.     Behavior                  = BuildingBehavior BuildingModuleTag
  384.         NightWindowName         = N_Window N_Fire
  385.         ;FireWindowName          = WINDOW_F01
  386.     End
  387.     
  388.   Geometry              = BOX
  389.   GeometryName            = Geom_Orig
  390.   GeometryMajorRadius   = 46.0
  391.   GeometryMinorRadius   = 40.0
  392.   GeometryHeight        = 51.0
  393.   GeometryOffset        = X: -10.0 Y: 0.0 Z: 0.0
  394.   
  395.   AdditionalGeometry    = CYLINDER
  396.   GeometryName            = Geom_V1
  397.   GeometryActive        = no
  398.   GeometryMajorRadius   = 70.0
  399.   GeometryMinorRadius   = 0
  400.   GeometryHeight        = 51.0
  401.   
  402.   GeometryIsSmall       = No
  403.   Shadow                = SHADOW_VOLUME
  404.   BuildCompletion     = PLACED_BY_PLAYER
  405.  
  406.     GeometryContactPoint    = X:-51.501        Y:39.728    Z:0            Repair
  407.     GeometryContactPoint    = X:1.978        Y:-58.722    Z:0            Repair
  408.     AttackContactPoint        = X:18.308        Y:50.646    Z:0
  409.     AttackContactPoint        = X:-52.032        Y:-41.831    Z:0
  410.     GeometryContactPoint    = X:-3.287        Y:26.482    Z:56.385    Swoop
  411. ;    AttackContactPoint        = X:39.251        Y:21.173    Z:45.937    Swoop
  412. ;    AttackContactPoint        = X:-45.226        Y:22.455    Z:45.937    Swoop
  413. ;    AttackContactPoint        = X:-45.226        Y:-0.883    Z:45.937    Swoop
  414.  
  415. End
  416.