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data_ini_object_evilfaction_structures_evilmen_tents.ini
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2006-01-31
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4KB
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141 lines
;------------------------------------------------------------------------------
Object MordorHaradTent1
; *** ART Parameters ***
; SelectPortrait = SNReactor_L
; ButtonImage = SNReactor
;day
Draw = W3DScriptedModelDraw ModuleTag_01
OkToChangeModelColor = Yes
DefaultModelConditionState
Model = MuGenHarTnt
End
ModelConditionState = DAMAGED
Model = MuGenHarTnt_D
End
AnimationState = DAMAGED
EnteringStateFX = FX_BuildingDamaged
End
ModelConditionState = REALLYDAMAGED
Model = MuGenHarTnt_D
End
AnimationState = REALLYDAMAGED
EnteringStateFX = FX_BuildingReallyDamaged
End
ModelConditionState = RUBBLE
Model = MuGenHarTnt_D
End
End
PlacementViewAngle = 0
; ***DESIGN parameters ***
DisplayName = OBJECT:HaradrimTent
Side = Mordor
EditorSorting = STRUCTURE
ThreatLevel = 1.0
BuildCost = 0
BuildTime = 5.0 ; in seconds
VisionRange = 160.0 ; Shroud clearing distance
ShroudClearingRange = 161
; ArmorSet
; Conditions = None
; Armor = StructureArmor
; DamageFX = StructureDamageFXNoShake
; End
; CommandSet = MordorTentCommandSet
; *** AUDIO Parameters ***
; VoiceSelect = NuclearReactorSelect
; SoundOnDamaged = BuildingDamagedStateLight
; SoundOnReallyDamaged = BuildingDestroy
; UnitSpecificSounds
; UnderConstruction = UnderConstructionLoop
; End
; *** ENGINEERING Parameters ***
RadarPriority = STRUCTURE
KindOf = PRELOAD STRUCTURE SELECTABLE IMMOBILE SCORE MADE_OF_WOOD
; Behavior = GettingBuiltBehavior ModuleTag_04
; 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
; End
Body = StructureBody ModuleTag_05
MaxHealth = 1500.0
End
; Behavior = DestroyDie ModuleTag_07
; ;nothing
; End
Behavior = UpgradeDie UpgradeDieModuleTag
;This frees the object based upgrade for the producer object.
DeathTypes = ALL
UpgradeToRemove = Upgrade_TestBuilding_2 BaseUpgradeTag_02
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 = StructureCollapseUpdate ModuleTag_06
MinCollapseDelay = 000
MaxCollapseDelay = 000
CollapseDamping = .5
MaxShudder = 0.6
MinBurstDelay = 250
MaxBurstDelay = 800
BigBurstFrequency = 4
FXList = INITIAL FX_StructureMediumCollapse
End
Behavior = SlowDeathBehavior ModuleTag_SlowDeathWithoutRubble
DestructionDelay = 3000
End
Geometry = CYLINDER
GeometryMajorRadius = 45.6
GeometryMinorRadius = 28.0
GeometryHeight = 36.0 ;40.8
GeometryIsSmall = No
Shadow = SHADOW_VOLUME
BuildCompletion = PLACED_BY_PLAYER
End