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data_ini_object_evilfaction_structures_isengard_armory.ini
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2006-01-31
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;------------------------------------------------------------------------------
;Isengard Armory
Object IsengardArmory
SelectPortrait = BPIArmory
; *** ART Parameters ***
Draw = W3DScriptedModelDraw ModuleTag_Draw
ExtraPublicBone = ARROW_01
ExtraPublicBone = ARROW_02
ExtraPublicBone = ARROW_03
ExtraPublicBone = ARROW_04
ExtraPublicBone = ARROW_05
ExtraPublicBone = ARROW_06
ExtraPublicBone = ARROW_07
ExtraPublicBone = ARROW_08
ExtraPublicBone = ARROW_09
ExtraPublicBone = ARROW_10
ExtraPublicBone = ARROW_11
ExtraPublicBone = ARROW_12
OkToChangeModelColor = Yes
UseStandardModelNames = Yes
StaticModelLODMode = yes ; Will append M or L to the skin name depending on GameLOD
DefaultModelConditionState
Model = IBArmory_SKN
WeaponLaunchBone = PRIMARY ARROW_
End
;// Animation state for build placement cursor
AnimationState = BUILD_PLACEMENT_CURSOR
BeginScript
CurDrawableHideSubObject("N_Window")
CurDrawableHideSubObject("N_Fire")
CurDrawableHideSubObject("V1A")
CurDrawableHideSubObject("V2")
CurDrawableHideSubObject("DrawFloor_V1")
CurDrawableHideSubObject("MUGBLNSLV1")
EndScript
End
;// Animation state for phantom structure
AnimationState = PHANTOM_STRUCTURE
BeginScript
CurDrawableHideSubObject("N_Window")
CurDrawableHideSubObject("N_Fire")
CurDrawableHideSubObject("V1A")
CurDrawableHideSubObject("V2")
CurDrawableHideSubObject("DrawFloor_V1")
CurDrawableHideSubObject("MUGBLNSLV1")
EndScript
End
IdleAnimationState
ParticleSysBone = SPARKS01 IsengardArmorySparks FollowBone:Yes
ParticleSysBone = WHEELDUST01 IsengardArmoryDust FollowBone:Yes
ParticleSysBone = WHEELDUST02 IsengardArmoryDust FollowBone:Yes
Animation = Idle
AnimationName = IBArmory_SKL.IBArmory_IDLA
AnimationMode = LOOP
End
End
;------------ New Build Up States coming soon.
ModelConditionState = SNOW AWAITING_CONSTRUCTION
Model = IBArmory_A
Texture = IBArmory.tga IBArmory_snow.tga
; ParticleSysBone = NONE BuildingDoughnutCloud
End;
ModelConditionState = AWAITING_CONSTRUCTION
Model = IBArmory_A
; ParticleSysBone = NONE BuildingDoughnutCloud
End;
AnimationState = AWAITING_CONSTRUCTION
Animation = IBArmory_A
AnimationName = IBArmory_ASKL.IBArmory_ABLD
AnimationMode = MANUAL
AnimationBlendTime = 0
End
Flags = START_FRAME_FIRST
;BeginScript
; CurDrawablePlaySound("GondorBarracksBeginConstruction")
;EndScript
End
ModelConditionState = SNOW ACTIVELY_BEING_CONSTRUCTED PARTIALLY_CONSTRUCTED
Model = IBArmory_A
Texture = IBArmory.tga IBArmory_snow.tga
ParticleSysBone = CONSTDUSTBONE01 BuildingContructDust FollowBone:Yes
End;
ModelConditionState = ACTIVELY_BEING_CONSTRUCTED PARTIALLY_CONSTRUCTED
Model = IBArmory_A
ParticleSysBone = CONSTDUSTBONE01 BuildingContructDust FollowBone:Yes
End;
AnimationState = ACTIVELY_BEING_CONSTRUCTED PARTIALLY_CONSTRUCTED
Animation = IBArmory_A
AnimationName = IBArmory_ASKL.IBArmory_ABLD
AnimationMode = MANUAL
AnimationBlendTime = 0
End
Flags = START_FRAME_FIRST
StateName = BeingConstructed
BeginScript
CurDrawablePlaySound("GondorBarracksBeginConstruction")
EndScript
End
;--damaged building
ModelConditionState = DAMAGED
Model = IBArmory_D1
ParticleSysBone FireSmall01 FireBuildingLarge
ParticleSysBone FireSmall02 FireBuildingMedium
ParticleSysBone FireSmall03 FireBuildingMedium
ParticleSysBone FireSmall04 SmokeBuildingLarge
ParticleSysBone FireSmall05 FireBuildingMedium
End
AnimationState = DAMAGED
EnteringStateFX = FX_BuildingDamaged
End
ModelConditionState = REALLYDAMAGED
Model = IBArmory_D2
ParticleSysBone FireSmall01 FireBuildingLarge
ParticleSysBone FireSmall02 FireBuildingLarge
ParticleSysBone FireSmall03 FireBuildingMedium
ParticleSysBone FireSmall04 SmokeBuildingLarge
ParticleSysBone FireSmall05 FireBuildingLarge
End
AnimationState = REALLYDAMAGED
EnteringStateFX = FX_BuildingReallyDamaged
Animation = RubbleAnimation
AnimationName = IBArmory_D2SK.IBArmory_D2AN
AnimationMode = ONCE
End
End
ModelConditionState = RUBBLE
Model = IBArmory_D3
ParticleSysBone SmokeLarge01 SmokeBuildingLarge
End
AnimationState = RUBBLE
EnteringStateFX = FX_StructureMediumCollapse
Animation = RubbleAnimation
AnimationName = IBArmory_D3SK.IBArmory_D3AN
AnimationMode = ONCE
End
End
ModelConditionState = POST_RUBBLE
Model = None
ParticleSysBone NONE SmokeBuildingMediumRubble
End
ModelConditionState = POST_COLLAPSE
Model = None
ParticleSysBone NONE SmokeBuildingMediumRubble
End
ModelConditionState = SNOW
Model = IBArmory_SKN
Texture = IBArmory.tga IBArmory_snow.tga
End
End
Draw = W3DFloorDraw DrawFloor_Bib
StaticModelLODMode = Yes ; THIS NEEDS TO BE COMMENTED OUT WHEN ENGINEERING ENABLES LOD'S IN THE FLOOR DRAW
ModelName = IBArmory_Bib
WeatherTexture = SNOWY IBArmory_Bib_Snow.tga
HideIfModelConditions = AWAITING_CONSTRUCTION
HideIfModelConditions = PARTIALLY_CONSTRUCTED
End
Draw = W3DFloorDraw DrawFloor_V1
ModelName = IBArmory_V1
WeatherTexture = SNOWY IBArmory_BibV1_snow.tga
StartHidden = Yes
HideIfModelConditions = AWAITING_CONSTRUCTION
HideIfModelConditions = PARTIALLY_CONSTRUCTED
End
Draw = W3DScriptedModelDraw ModuleTag_Draw_HCBanner
OkToChangeModelColor = Yes
DefaultModelConditionState
Model = IBHCArmory
End
MultiPlayerOnly = Yes
End
PlacementViewAngle = -45
; ***DESIGN parameters ***
DisplayName = OBJECT:IsengardArmory
Description = OBJECT:IsengardArmoryDescription
Side = Isengard
EditorSorting = STRUCTURE
ThreatLevel = 1.0
BuildCost = ISENGARD_ARMORY_BUILDCOST ; BALANCE IsengardArmory
BuildTime = ISENGARD_ARMORY_BUILDTIME ; BALANCE IsengardArmory
VisionRange = ISENGARD_ARMORY_VISIONRANGE ; Shroud clearing distance
ShroudClearingRange = ISENGARD_ARMORY_SHROUDCLEAR
BountyValue = ISENGARD_ARMORY_BOUNTY_VALUE
ArmorSet
Conditions = None
Armor = StructureArmor
;DamageFX = StructureDamageFXNoShake
End
WeaponSet
Conditions = None
End
WeaponSet
Weapon = PRIMARY EvilStructureBow
Conditions = PLAYER_UPGRADE
AutoChooseSources = PRIMARY FROM_PLAYER FROM_SCRIPT FROM_AI
End
CommandSet = IsengardArmoryCommandSetLevel1
; *** AUDIO Parameters ***
#include "..\..\..\Includes\StandardBuildingEvaEvents.inc"
VoiceFullyCreated = EVA:GenericBuildingComplete-Builder
VoiceSelect = IsengardArmorySelect
VoiceSelectUnderConstruction = BuildingEvilVoiceSelectUnderConstruction
SoundAmbient = IsengardArmoryAmbientLoop
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 FS_FACTORY MADE_OF_WOOD CAN_ATTACK LIVING_WORLD_BUILDING_MIRROR IGNORE_FOR_VICTORY
Behavior = ProductionUpdate ProductionUpdateModuleTag
GiveNoXP = Yes
End
Behavior = AIUpdateInterface ModuleTag_SoWeCanUseWeapon
AutoAcquireEnemiesWhenIdle = Yes
MoodAttackCheckRate = 250
End
Behavior = GettingBuiltBehavior GetBuiltBehaviorTag
WorkerName = MordorWorkerNoSelect
SpawnTimer = DEFAULT_STRUCTURE_HEALDELAY
End
Behavior = CommandSetUpgrade ModuleTag_Level12
TriggeredBy = Upgrade_IsengardArmoryLevel2
CommandSet = IsengardArmoryCommandSetLevel2
End
Behavior = CommandSetUpgrade ModuleTag_Level23
TriggeredBy = Upgrade_IsengardArmoryLevel3
CommandSet = IsengardArmoryCommandSetLevel3
End
Behavior = LevelUpUpgrade ModuleTag_IsengardArmoryLevel2
TriggeredBy = Upgrade_IsengardArmoryLevel2
LevelsToGain = 1
LevelCap = 3
End
Behavior = LevelUpUpgrade ModuleTag_IsengardArmoryLevel3
TriggeredBy = Upgrade_IsengardArmoryLevel3
LevelsToGain = 1
LevelCap = 3
End
Behavior = SubObjectsUpgrade ModuleTag_HideAll
TriggeredBy = Upgrade_StructureLevel1
ShowSubObjects = DrawFloor_Bib
HideSubObjects = DrawFloor_V1 V1A V2
End
Behavior = GeometryUpgrade Geom_ModuleTag_HideAll
TriggeredBy = Upgrade_StructureLevel1
HideGeometry = Geom_V1 Geom_V2
End
Behavior = SubObjectsUpgrade ModuleTag_ShowWalls
TriggeredBy = Upgrade_IsengardArmoryLevel2
ShowSubObjects = DrawFloor_V1 V1A
HideSubObjects = DrawFloor_Bib V2
End
Behavior = GeometryUpgrade Geom_ModuleTag_ShowWalls
TriggeredBy = Upgrade_IsengardArmoryLevel2
ShowGeometry = Geom_V1 Geom_Orig
HideGeometry = Geom_V2
End
Behavior = SubObjectsUpgrade ModuleTag_ShowFlagsAndTower
TriggeredBy = Upgrade_IsengardArmoryLevel3
ShowSubObjects = DrawFloor_V1 V1A V2
HideSubObjects = DrawFloor_Bib
End
Behavior = GeometryUpgrade Geom_ModuleTag_ShowFlagsAndTower
TriggeredBy = Upgrade_IsengardArmoryLevel3
ShowGeometry = Geom_V2 Geom_Orig
HideGeometry = Geom_V1
End
Behavior = WeaponSetUpgrade ModuleTag_ThirdLevelBuildingArrows
TriggeredBy = Upgrade_IsengardArmoryLevel3
ConflictsWith = Upgrade_EasyAIMultiPlayer
End
Body = StructureBody ModuleTag_05
MaxHealth = ISENGARD_ARMORY_MAXHEALTH
MaxHealthDamaged = ISENGARD_ARMORY_MAXHEALTHDAMAGED
MaxHealthReallyDamaged = ISENGARD_ARMORY_MAXHEALTH_REALLYDAMAGED
DamageCreationList = OCL_BuildingDamageList01 CATAPULT_ROCK
DamageCreationList = OCL_IBArmory_Chunk1 CATAPULT_ROCK FRONT_DESTROYED
DamageCreationList = OCL_IBArmory_Chunk2 CATAPULT_ROCK RIGHT_DESTROYED
DamageCreationList = OCL_IBArmory_Chunk3 CATAPULT_ROCK BACK_DESTROYED
DamageCreationList = OCL_IBArmory_Chunk4 CATAPULT_ROCK LEFT_DESTROYED
End
Behavior = QueueProductionExitUpdate ModuleTag_11
UnitCreatePoint = X:5.0 Y:33.0 Z:0.0
NaturalRallyPoint = X:50.0 Y:33.0 Z:0.0 ;NaturalRallyPointX must always match GeometryMajorRadius!
End
Behavior = StructureCollapseUpdate ModuleTag_08
MinCollapseDelay = 000
MaxCollapseDelay = 000
CollapseDamping = .5
MaxShudder = 0.6
MinBurstDelay = 250
MaxBurstDelay = 800
BigBurstFrequency = 4
FXList = INITIAL FX_StructureMediumCollapse
FXList = ALMOST_FINAL FX_StructureAlmostCollapse
DestroyObjectWhenDone = Yes
CollapseHeight = 89
End
ClientBehavior = AnimationSoundClientBehavior ModuleTag_AnimAudioBehavior
MaxUpdateRangeCap = 800
AnimationSound = Sound: IsengardArmoryGrind Animation:IBArmory_SKL.IBArmory_IDLA Frames: 22 86 157 226
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
Behavior = BuildingBehavior BuildingModuleTag
NightWindowName = N_Window N_Fire
;FireWindowName = WINDOW_F01
End
Geometry = BOX
GeometryName = Geom_Orig
GeometryMajorRadius = 28.6
GeometryMinorRadius = 43.6
GeometryHeight = 20.8
AdditionalGeometry = BOX
GeometryName = Geom_V1
GeometryActive = no
GeometryMajorRadius = 15.0
GeometryMinorRadius = 16.0
GeometryHeight = 65.8
GeometryOffset = X:-8.6 Y:-31.6 Z:0
AdditionalGeometry = BOX
GeometryName = Geom_V2
GeometryActive = no
GeometryMajorRadius = 15.0
GeometryMinorRadius = 16.0
GeometryHeight = 97.8
GeometryOffset = X:-8.6 Y:-31.6 Z:0
GeometryIsSmall = No
Shadow = SHADOW_VOLUME
BuildCompletion = PLACED_BY_PLAYER
GeometryContactPoint = X:-33.193 Y:44.016 Z:0 Repair
GeometryContactPoint = X:9.603 Y:-55.074 Z:0 Repair
GeometryContactPoint = X:-33.193 Y:-13.672 Z:0
GeometryContactPoint = X:43.542 Y:-4.095 Z:0
GeometryContactPoint = X:-8.472 Y:-30.664 Z:83.394 Swoop
End