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Text File  |  2006-01-31  |  4KB  |  141 lines

  1. ;------------------------------------------------------------------------------
  2.  
  3. Object MordorHaradTent1
  4.  
  5.   ; *** ART Parameters ***
  6. ;  SelectPortrait         = SNReactor_L
  7. ;  ButtonImage            = SNReactor
  8.   ;day
  9.  
  10.   Draw                = W3DScriptedModelDraw ModuleTag_01
  11.     OkToChangeModelColor = Yes
  12.  
  13.     DefaultModelConditionState
  14.       Model           = MuGenHarTnt
  15.     End
  16.     
  17.     ModelConditionState  = DAMAGED
  18.         Model         = MuGenHarTnt_D
  19.     End
  20.     AnimationState = DAMAGED
  21.         EnteringStateFX    = FX_BuildingDamaged
  22.     End    
  23.     
  24.     ModelConditionState  = REALLYDAMAGED
  25.         Model         = MuGenHarTnt_D
  26.     End
  27.     AnimationState = REALLYDAMAGED
  28.         EnteringStateFX    = FX_BuildingReallyDamaged
  29.     End    
  30.  
  31.     ModelConditionState  = RUBBLE
  32.         Model         = MuGenHarTnt_D
  33.     End
  34.         
  35.   End
  36.   
  37.   PlacementViewAngle  = 0
  38.  
  39.   ; ***DESIGN parameters ***
  40.   DisplayName         = OBJECT:HaradrimTent
  41.   Side                = Mordor
  42.   EditorSorting       = STRUCTURE
  43.   ThreatLevel = 1.0
  44.  
  45.   BuildCost           = 0
  46.   BuildTime           = 5.0           ; in seconds
  47.   VisionRange         = 160.0          ; Shroud clearing distance
  48.   ShroudClearingRange = 161
  49.  
  50. ;  ArmorSet
  51. ;    Conditions        = None
  52. ;    Armor             = StructureArmor
  53. ;    DamageFX          = StructureDamageFXNoShake
  54. ;  End
  55. ;  CommandSet          = MordorTentCommandSet
  56.  
  57.  
  58.   ; *** AUDIO Parameters ***
  59. ;  VoiceSelect         = NuclearReactorSelect
  60. ;  SoundOnDamaged        = BuildingDamagedStateLight
  61. ;  SoundOnReallyDamaged  = BuildingDestroy
  62.  
  63. ;  UnitSpecificSounds
  64. ;  UnderConstruction     = UnderConstructionLoop
  65. ;  End
  66.   
  67.   ; *** ENGINEERING Parameters ***
  68.   RadarPriority       = STRUCTURE
  69.   KindOf              = PRELOAD STRUCTURE SELECTABLE IMMOBILE SCORE MADE_OF_WOOD
  70.  
  71. ; Behavior            = GettingBuiltBehavior ModuleTag_04
  72. ;   SelfBuildingLoop = BuildingConstructionLoop ; Only played if we DON'T spawn a worker
  73. ;    SelfRepairFromDamageLoop  = NoSound         ; This doesn't cause an animation, so don't bother playing a sound
  74. ;    SelfRepairFromRubbleLoop  = BuildingConstructionLoop
  75. ;  End
  76.  
  77.   Body                = StructureBody ModuleTag_05
  78.     MaxHealth         = 1500.0
  79.   End
  80.  
  81.  ; Behavior            = DestroyDie ModuleTag_07
  82.  ;   ;nothing
  83. ;  End
  84.  
  85.   Behavior = UpgradeDie  UpgradeDieModuleTag
  86.     ;This frees the object based upgrade for the producer object.
  87.     DeathTypes = ALL
  88.     UpgradeToRemove     = Upgrade_TestBuilding_2 BaseUpgradeTag_02
  89.   End
  90.  
  91. ;  Behavior           = CreateObjectDie ModuleTag_08
  92. ;    CreationList     = OCL_SmallStructureDebris
  93. ;  End
  94.  
  95. ;  Behavior = ProductionUpdate ModuleTag_10
  96. ;    ; nothing, but is required if we have any Object-level Upgrades!
  97. ;  End
  98.  
  99. ;  Behavior = FlammableUpdate ModuleTag_14
  100. ;    AflameDuration = 5000         ; If I catch fire, I'll burn for this long...
  101. ;    AflameDamageAmount = 5       ; taking this much damage...
  102. ;    AflameDamageDelay = 500       ; this often.
  103. ;  End
  104.  
  105. ;  Behavior = TransitionDamageFX ModuleTag_15
  106. ;    ;-------------DESIGNED FOR SMALL SIZED FACTION BUILDING TRANSITIONS-------------------
  107. ;    DamagedParticleSystem1       = Bone:None RandomBone:No PSys:StructureTransitionSmallSmoke
  108. ;    ;---------------------------------------------------------------------------------------
  109. ;    ReallyDamagedParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionSmallSmoke
  110. ;    ReallyDamagedParticleSystem2 = Bone:None RandomBone:No PSys:StructureTransitionSmallExplosion
  111. ;    ReallyDamagedParticleSystem3 = Bone:None RandomBone:No PSys:StructureTransitionSmallShockwave
  112. ;  End
  113.  
  114. ;  Behavior             = FXListDie ModuleTag_16
  115. ;    DeathFX       = FX_BuildingDie
  116. ;  End
  117.  
  118.     Behavior                  = StructureCollapseUpdate ModuleTag_06
  119.         MinCollapseDelay        = 000
  120.         MaxCollapseDelay        = 000
  121.         CollapseDamping         = .5
  122.         MaxShudder              = 0.6
  123.         MinBurstDelay           = 250
  124.         MaxBurstDelay           = 800
  125.         BigBurstFrequency       = 4
  126.         FXList                  = INITIAL   FX_StructureMediumCollapse
  127.     End
  128.  
  129.   Behavior = SlowDeathBehavior ModuleTag_SlowDeathWithoutRubble
  130.       DestructionDelay  = 3000
  131.   End
  132.   
  133.   Geometry              = CYLINDER
  134.   GeometryMajorRadius   = 45.6
  135.   GeometryMinorRadius   = 28.0
  136.   GeometryHeight        = 36.0 ;40.8
  137.   GeometryIsSmall       = No
  138.   Shadow                = SHADOW_VOLUME
  139.   BuildCompletion     = PLACED_BY_PLAYER
  140. End
  141.