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Text File  |  2006-01-31  |  14KB  |  411 lines

  1. ;------------------------------------------------------------------------------
  2. ;Isengard Armory
  3. Object IsengardArmory
  4.  
  5.     SelectPortrait = BPIArmory
  6.  
  7.   ; *** ART Parameters ***
  8.  
  9.   Draw = W3DScriptedModelDraw ModuleTag_Draw
  10.  
  11.     ExtraPublicBone = ARROW_01
  12.     ExtraPublicBone = ARROW_02
  13.     ExtraPublicBone = ARROW_03
  14.     ExtraPublicBone = ARROW_04
  15.     ExtraPublicBone = ARROW_05
  16.     ExtraPublicBone = ARROW_06
  17.     ExtraPublicBone = ARROW_07
  18.     ExtraPublicBone = ARROW_08
  19.     ExtraPublicBone = ARROW_09
  20.     ExtraPublicBone = ARROW_10
  21.     ExtraPublicBone = ARROW_11
  22.     ExtraPublicBone = ARROW_12
  23.  
  24.     OkToChangeModelColor  = Yes
  25.     UseStandardModelNames = Yes
  26.     StaticModelLODMode = yes ; Will append M or L to the skin name depending on GameLOD    
  27.     DefaultModelConditionState
  28.         Model = IBArmory_SKN
  29.         WeaponLaunchBone = PRIMARY ARROW_
  30.     End
  31.  
  32.     ;//    Animation state for build placement cursor
  33.     AnimationState = BUILD_PLACEMENT_CURSOR
  34.         BeginScript
  35.             CurDrawableHideSubObject("N_Window")
  36.             CurDrawableHideSubObject("N_Fire")
  37.                CurDrawableHideSubObject("V1A")
  38.             CurDrawableHideSubObject("V2")
  39.             CurDrawableHideSubObject("DrawFloor_V1")
  40.             CurDrawableHideSubObject("MUGBLNSLV1")
  41.         EndScript
  42.     End
  43.     
  44.     ;//    Animation state for phantom structure
  45.     AnimationState = PHANTOM_STRUCTURE
  46.         BeginScript
  47.             CurDrawableHideSubObject("N_Window")
  48.             CurDrawableHideSubObject("N_Fire")
  49.                CurDrawableHideSubObject("V1A")
  50.             CurDrawableHideSubObject("V2")
  51.             CurDrawableHideSubObject("DrawFloor_V1")
  52.             CurDrawableHideSubObject("MUGBLNSLV1")
  53.         EndScript
  54.     End
  55.     
  56.     IdleAnimationState
  57.         ParticleSysBone   = SPARKS01 IsengardArmorySparks FollowBone:Yes
  58.         ParticleSysBone   = WHEELDUST01 IsengardArmoryDust FollowBone:Yes
  59.         ParticleSysBone   = WHEELDUST02 IsengardArmoryDust FollowBone:Yes
  60.  
  61.         Animation             = Idle
  62.             AnimationName     = IBArmory_SKL.IBArmory_IDLA
  63.             AnimationMode     = LOOP
  64.         End
  65.     End  
  66.     
  67.     ;------------ New Build Up States coming soon. 
  68.     ModelConditionState   = SNOW AWAITING_CONSTRUCTION 
  69.       Model               = IBArmory_A
  70.       Texture            = IBArmory.tga IBArmory_snow.tga
  71. ;        ParticleSysBone      = NONE BuildingDoughnutCloud
  72.     End;
  73.     ModelConditionState   = AWAITING_CONSTRUCTION 
  74.       Model               = IBArmory_A
  75. ;        ParticleSysBone      = NONE BuildingDoughnutCloud
  76.     End;
  77.     AnimationState        = AWAITING_CONSTRUCTION
  78.       Animation           =  IBArmory_A
  79.         AnimationName     =  IBArmory_ASKL.IBArmory_ABLD
  80.         AnimationMode     = MANUAL
  81.         AnimationBlendTime = 0
  82.       End
  83.       Flags                  = START_FRAME_FIRST
  84.       ;BeginScript
  85.       ;    CurDrawablePlaySound("GondorBarracksBeginConstruction")
  86.       ;EndScript
  87.     End
  88.  
  89.     ModelConditionState   = SNOW ACTIVELY_BEING_CONSTRUCTED PARTIALLY_CONSTRUCTED
  90.       Model               = IBArmory_A
  91.       Texture            = IBArmory.tga IBArmory_snow.tga
  92.       ParticleSysBone   = CONSTDUSTBONE01 BuildingContructDust FollowBone:Yes
  93.     End;
  94.     ModelConditionState   = ACTIVELY_BEING_CONSTRUCTED PARTIALLY_CONSTRUCTED
  95.       Model               = IBArmory_A
  96.         ParticleSysBone   = CONSTDUSTBONE01 BuildingContructDust FollowBone:Yes
  97.     End;
  98.     
  99.     AnimationState        = ACTIVELY_BEING_CONSTRUCTED PARTIALLY_CONSTRUCTED
  100.         Animation           = IBArmory_A
  101.             AnimationName     = IBArmory_ASKL.IBArmory_ABLD
  102.             AnimationMode     = MANUAL
  103.             AnimationBlendTime = 0
  104.         End
  105.         Flags                  = START_FRAME_FIRST
  106.         StateName              = BeingConstructed
  107.         BeginScript
  108.             CurDrawablePlaySound("GondorBarracksBeginConstruction")
  109.         EndScript
  110.     End
  111.  
  112.         ;--damaged building
  113.    
  114.     ModelConditionState  = DAMAGED
  115.       Model         = IBArmory_D1  
  116.         ParticleSysBone FireSmall01 FireBuildingLarge
  117.         ParticleSysBone FireSmall02 FireBuildingMedium
  118.         ParticleSysBone FireSmall03 FireBuildingMedium
  119.         ParticleSysBone FireSmall04 SmokeBuildingLarge
  120.         ParticleSysBone FireSmall05 FireBuildingMedium     
  121.     End
  122.     AnimationState = DAMAGED
  123.         EnteringStateFX    = FX_BuildingDamaged
  124.     End
  125.     
  126.     ModelConditionState  = REALLYDAMAGED
  127.       Model         = IBArmory_D2  
  128.         ParticleSysBone FireSmall01 FireBuildingLarge
  129.         ParticleSysBone FireSmall02 FireBuildingLarge
  130.         ParticleSysBone FireSmall03 FireBuildingMedium
  131.         ParticleSysBone FireSmall04 SmokeBuildingLarge
  132.         ParticleSysBone FireSmall05 FireBuildingLarge     
  133.     End
  134.     AnimationState = REALLYDAMAGED
  135.       EnteringStateFX    = FX_BuildingReallyDamaged
  136.       Animation                =    RubbleAnimation
  137.             AnimationName        =    IBArmory_D2SK.IBArmory_D2AN
  138.             AnimationMode        =    ONCE
  139.         End
  140.       End
  141.  
  142.     ModelConditionState  = RUBBLE
  143.       Model         = IBArmory_D3 
  144.       ParticleSysBone SmokeLarge01 SmokeBuildingLarge
  145.     End
  146.     
  147.     AnimationState = RUBBLE
  148.         EnteringStateFX    = FX_StructureMediumCollapse
  149.       Animation                =    RubbleAnimation
  150.             AnimationName        =    IBArmory_D3SK.IBArmory_D3AN
  151.             AnimationMode        =    ONCE
  152.         End
  153.     End
  154.  
  155.     ModelConditionState  = POST_RUBBLE
  156.         Model         = None
  157.         ParticleSysBone NONE SmokeBuildingMediumRubble
  158.     End
  159.  
  160.     ModelConditionState  = POST_COLLAPSE
  161.          Model         = None
  162.         ParticleSysBone NONE SmokeBuildingMediumRubble
  163.     End
  164.  
  165.     ModelConditionState = SNOW 
  166.         Model            = IBArmory_SKN
  167.         Texture            = IBArmory.tga IBArmory_snow.tga
  168.     End    
  169.     
  170.   End
  171.  
  172.   Draw = W3DFloorDraw DrawFloor_Bib   
  173.         StaticModelLODMode = Yes        ; THIS NEEDS TO BE COMMENTED OUT WHEN ENGINEERING ENABLES LOD'S IN THE FLOOR DRAW
  174.      ModelName = IBArmory_Bib
  175.      WeatherTexture        = SNOWY IBArmory_Bib_Snow.tga
  176.           HideIfModelConditions    =    AWAITING_CONSTRUCTION
  177.           HideIfModelConditions    =    PARTIALLY_CONSTRUCTED
  178.   End
  179.   Draw = W3DFloorDraw DrawFloor_V1  
  180.     ModelName = IBArmory_V1
  181.     WeatherTexture        = SNOWY IBArmory_BibV1_snow.tga
  182.     StartHidden = Yes
  183.           HideIfModelConditions    =    AWAITING_CONSTRUCTION
  184.           HideIfModelConditions    =    PARTIALLY_CONSTRUCTED
  185.   End
  186.  
  187.     Draw = W3DScriptedModelDraw ModuleTag_Draw_HCBanner
  188.         OkToChangeModelColor  = Yes
  189.         DefaultModelConditionState
  190.             Model = IBHCArmory
  191.         End
  192.         MultiPlayerOnly = Yes 
  193.     End  
  194.       
  195.   PlacementViewAngle  = -45
  196.  
  197.   ; ***DESIGN parameters ***
  198.   DisplayName         = OBJECT:IsengardArmory
  199.   Description           = OBJECT:IsengardArmoryDescription
  200.   Side                = Isengard
  201.   EditorSorting       = STRUCTURE
  202.   ThreatLevel = 1.0
  203.  
  204.   BuildCost           = ISENGARD_ARMORY_BUILDCOST            ; BALANCE IsengardArmory
  205.   BuildTime           = ISENGARD_ARMORY_BUILDTIME            ; BALANCE IsengardArmory
  206.   VisionRange         = ISENGARD_ARMORY_VISIONRANGE            ; Shroud clearing distance
  207.   ShroudClearingRange = ISENGARD_ARMORY_SHROUDCLEAR            
  208.   BountyValue         = ISENGARD_ARMORY_BOUNTY_VALUE
  209.  
  210.  
  211.   ArmorSet
  212.     Conditions        = None
  213.     Armor             = StructureArmor
  214.     ;DamageFX          = StructureDamageFXNoShake
  215.   End
  216.   
  217.     WeaponSet
  218.         Conditions            = None
  219.     End
  220.  
  221.     WeaponSet
  222.         Weapon                = PRIMARY EvilStructureBow
  223.         Conditions            = PLAYER_UPGRADE
  224.         AutoChooseSources    = PRIMARY FROM_PLAYER FROM_SCRIPT FROM_AI
  225.     End
  226.  
  227.   
  228.     CommandSet = IsengardArmoryCommandSetLevel1
  229.  
  230.  
  231.   ; *** AUDIO Parameters ***
  232.      #include "..\..\..\Includes\StandardBuildingEvaEvents.inc"
  233.     
  234.     VoiceFullyCreated                = EVA:GenericBuildingComplete-Builder
  235.     VoiceSelect                        = IsengardArmorySelect
  236.     VoiceSelectUnderConstruction    = BuildingEvilVoiceSelectUnderConstruction
  237.  
  238.     SoundAmbient                     = IsengardArmoryAmbientLoop
  239.     SoundAmbientDamaged                = BuildingDamageFireMediumLoop
  240.     SoundAmbientReallyDamaged        = BuildingDamageFireLargeLoop
  241.     SoundOnDamaged                    = BuildingLightDamageStone
  242.     SoundOnReallyDamaged            = BuildingHeavyDamageStone
  243.  
  244.     UnitSpecificSounds
  245.         UnderConstruction        = BuildingConstructionLoop  ; Built first time
  246.         ; UnderRepairFromDamage    = NoSound                    ; Repaired No animation on the building, so don't bother playing sound
  247.         UnderRepairFromRubble    = BuildingConstructionLoop    ; Repaired from completely destroyed (not used???)
  248.     End
  249.  
  250.  
  251.   ; *** ENGINEERING Parameters ***
  252.  
  253.     RadarPriority       = STRUCTURE
  254.     KindOf              = PRELOAD STRUCTURE SELECTABLE IMMOBILE SCORE NEED_BASE_FOUNDATION FS_FACTORY MADE_OF_WOOD CAN_ATTACK LIVING_WORLD_BUILDING_MIRROR IGNORE_FOR_VICTORY
  255.  
  256.     Behavior = ProductionUpdate ProductionUpdateModuleTag
  257.         GiveNoXP                    = Yes
  258.     End
  259.  
  260.     Behavior = AIUpdateInterface ModuleTag_SoWeCanUseWeapon
  261.         AutoAcquireEnemiesWhenIdle    = Yes
  262.         MoodAttackCheckRate            = 250
  263.     End
  264.  
  265.     Behavior            = GettingBuiltBehavior GetBuiltBehaviorTag
  266.         WorkerName          = MordorWorkerNoSelect
  267.         SpawnTimer    = DEFAULT_STRUCTURE_HEALDELAY
  268.     End
  269.   
  270.     Behavior = CommandSetUpgrade ModuleTag_Level12
  271.         TriggeredBy        = Upgrade_IsengardArmoryLevel2
  272.         CommandSet        = IsengardArmoryCommandSetLevel2
  273.     End
  274.  
  275.     Behavior = CommandSetUpgrade ModuleTag_Level23
  276.         TriggeredBy        = Upgrade_IsengardArmoryLevel3
  277.         CommandSet        = IsengardArmoryCommandSetLevel3
  278.     End
  279.   
  280.      Behavior = LevelUpUpgrade ModuleTag_IsengardArmoryLevel2
  281.         TriggeredBy        = Upgrade_IsengardArmoryLevel2
  282.         LevelsToGain    = 1
  283.         LevelCap        = 3
  284.     End
  285.     
  286.     Behavior = LevelUpUpgrade ModuleTag_IsengardArmoryLevel3
  287.         TriggeredBy        = Upgrade_IsengardArmoryLevel3
  288.         LevelsToGain    = 1
  289.         LevelCap        = 3
  290.     End
  291.  
  292.        Behavior = SubObjectsUpgrade ModuleTag_HideAll
  293.         TriggeredBy        = Upgrade_StructureLevel1
  294.         ShowSubObjects    = DrawFloor_Bib
  295.         HideSubObjects    = DrawFloor_V1 V1A V2
  296.     End
  297.     Behavior = GeometryUpgrade Geom_ModuleTag_HideAll
  298.         TriggeredBy        = Upgrade_StructureLevel1
  299.         HideGeometry    = Geom_V1 Geom_V2
  300.     End
  301.     
  302.       Behavior = SubObjectsUpgrade ModuleTag_ShowWalls 
  303.         TriggeredBy        = Upgrade_IsengardArmoryLevel2
  304.         ShowSubObjects    = DrawFloor_V1 V1A
  305.         HideSubObjects    = DrawFloor_Bib V2
  306.     End
  307.     Behavior = GeometryUpgrade Geom_ModuleTag_ShowWalls 
  308.         TriggeredBy        = Upgrade_IsengardArmoryLevel2
  309.         ShowGeometry    = Geom_V1 Geom_Orig
  310.         HideGeometry    = Geom_V2
  311.     End
  312.     
  313.     Behavior = SubObjectsUpgrade ModuleTag_ShowFlagsAndTower 
  314.         TriggeredBy        = Upgrade_IsengardArmoryLevel3
  315.         ShowSubObjects    = DrawFloor_V1 V1A V2
  316.         HideSubObjects    = DrawFloor_Bib
  317.     End
  318.     Behavior = GeometryUpgrade Geom_ModuleTag_ShowFlagsAndTower 
  319.         TriggeredBy        = Upgrade_IsengardArmoryLevel3
  320.         ShowGeometry    = Geom_V2 Geom_Orig
  321.         HideGeometry    = Geom_V1
  322.     End
  323.       Behavior = WeaponSetUpgrade ModuleTag_ThirdLevelBuildingArrows
  324.         TriggeredBy        = Upgrade_IsengardArmoryLevel3
  325.         ConflictsWith    = Upgrade_EasyAIMultiPlayer
  326.     End
  327.  
  328.     Body                = StructureBody ModuleTag_05
  329.         MaxHealth               = ISENGARD_ARMORY_MAXHEALTH            
  330.         MaxHealthDamaged        = ISENGARD_ARMORY_MAXHEALTHDAMAGED        
  331.         MaxHealthReallyDamaged  = ISENGARD_ARMORY_MAXHEALTH_REALLYDAMAGED    
  332.         DamageCreationList        = OCL_BuildingDamageList01 CATAPULT_ROCK
  333.       
  334.         DamageCreationList        = OCL_IBArmory_Chunk1 CATAPULT_ROCK FRONT_DESTROYED
  335.         DamageCreationList        = OCL_IBArmory_Chunk2 CATAPULT_ROCK RIGHT_DESTROYED
  336.         DamageCreationList        = OCL_IBArmory_Chunk3 CATAPULT_ROCK BACK_DESTROYED
  337.         DamageCreationList        = OCL_IBArmory_Chunk4 CATAPULT_ROCK LEFT_DESTROYED
  338.             
  339.     End
  340.      
  341.       
  342.     Behavior = QueueProductionExitUpdate ModuleTag_11
  343.         UnitCreatePoint   = X:5.0 Y:33.0 Z:0.0
  344.         NaturalRallyPoint = X:50.0 Y:33.0 Z:0.0    ;NaturalRallyPointX must always match GeometryMajorRadius! 
  345.     End  
  346.  
  347.  
  348.     Behavior                  = StructureCollapseUpdate ModuleTag_08
  349.         MinCollapseDelay        = 000
  350.         MaxCollapseDelay        = 000
  351.         CollapseDamping         = .5
  352.         MaxShudder              = 0.6
  353.         MinBurstDelay           = 250
  354.         MaxBurstDelay           = 800
  355.         BigBurstFrequency       = 4
  356.         FXList                  = INITIAL   FX_StructureMediumCollapse
  357.         FXList                  = ALMOST_FINAL  FX_StructureAlmostCollapse
  358.         DestroyObjectWhenDone    = Yes
  359.         CollapseHeight            = 89
  360.     End
  361.       
  362.     ClientBehavior = AnimationSoundClientBehavior ModuleTag_AnimAudioBehavior
  363.         MaxUpdateRangeCap = 800
  364.         AnimationSound = Sound: IsengardArmoryGrind Animation:IBArmory_SKL.IBArmory_IDLA Frames: 22 86 157 226 
  365.     End
  366.  
  367.     Behavior = TerrainResourceBehavior ModuleTag_NewMoneyDeadSpot
  368.         Radius            = 100        ;// How far we try to claim ground
  369.         MaxIncome        = 0            ;// If we were to get all we wanted, how much we would earn.  Linear slope to 0 at 0% claim
  370.         IncomeInterval    = 999999    ;// How often (in msec) we give that much money
  371.         HighPriority    = Yes        ;// A high priority claim gets to pretend it was there first.
  372.         Visible = No         ;// Don't show decal when a resource building is selected.
  373.     End
  374.     
  375.     Behavior                  = BuildingBehavior BuildingModuleTag
  376.         NightWindowName         = N_Window N_Fire
  377.         ;FireWindowName          = WINDOW_F01
  378.     End
  379.     
  380.   Geometry              = BOX
  381.   GeometryName            = Geom_Orig
  382.   GeometryMajorRadius   = 28.6
  383.   GeometryMinorRadius   = 43.6
  384.   GeometryHeight        = 20.8
  385.   
  386.   AdditionalGeometry    = BOX
  387.   GeometryName            = Geom_V1
  388.   GeometryActive        = no
  389.   GeometryMajorRadius   = 15.0
  390.   GeometryMinorRadius   = 16.0
  391.   GeometryHeight        = 65.8
  392.   GeometryOffset        = X:-8.6 Y:-31.6 Z:0
  393.   
  394.   AdditionalGeometry    = BOX
  395.   GeometryName            = Geom_V2
  396.   GeometryActive        = no
  397.   GeometryMajorRadius   = 15.0
  398.   GeometryMinorRadius   = 16.0
  399.   GeometryHeight        = 97.8
  400.   GeometryOffset        = X:-8.6 Y:-31.6 Z:0
  401.   
  402.   GeometryIsSmall       = No
  403.   Shadow                = SHADOW_VOLUME
  404.   BuildCompletion     = PLACED_BY_PLAYER
  405.   
  406.   GeometryContactPoint    = X:-33.193        Y:44.016    Z:0            Repair
  407.   GeometryContactPoint    = X:9.603        Y:-55.074    Z:0            Repair
  408.   GeometryContactPoint    = X:-33.193        Y:-13.672    Z:0
  409.   GeometryContactPoint    = X:43.542        Y:-4.095    Z:0
  410.   GeometryContactPoint    = X:-8.472        Y:-30.664    Z:83.394    Swoop
  411. End